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[RG] [D&D4E] Path of Enlightenment
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<blockquote data-quote="Scotley" data-source="post: 4447326" data-attributes="member: 11520"><p><strong>Ban Lu Human Cleric 3</strong></p><p></p><p>[sblock=Ban Lu]Ability Scores</p><p>Str 12</p><p>Con 10</p><p>Dex 13</p><p>Int 12</p><p>Wis 18</p><p>Cha 13</p><p></p><p>Init +1; Vision normal; Perception +5</p><p>Languages Common (Ti Ian), Eastern Dialect (To Ian)</p><p>Size Medium 6’0 Tall, #200</p><p>Alignment Good</p><p></p><p>Affiliations</p><p>God of Light/Radiance? Golden Dragon?</p><p></p><p>_______________________________________</p><p>AC 17; Fort 14; Ref 14; Will 20</p><p></p><p></p><p>Hit Points 32</p><p>Bloodied 16; Healing Surge 8; Surges/Day 7+0Con</p><p>_______________________________________</p><p>Speed 6</p><p>Melee</p><p>Unarmed strike base +5 1d4+2</p><p></p><p></p><p>_______________________________________</p><p>At-Will Prayers</p><p></p><p>Lance of Faith Cleric Attack 1</p><p>A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.</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 you can see gains a +2 power bonus to his or her next attack roll against the target.</p><p>Increase damage to 2d8 + Wisdom modifier at 21st level.</p><p></p><p>Righteous Brand Cleric Attack 1</p><p>You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity’s anger. By naming one of your allies when the symbol appears, you add divine power to that ally’s attacks against the branded foe.</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 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.</p><p>Increase damage to 2[W] + Strength modifier at 21st level.</p><p></p><p>Sacred Flame Cleric Attack 1</p><p>Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.</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 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.</p><p>Increase damage to 2d6 + Wisdom modifier at 21st level.</p><p></p><p></p><p>_______________________________________</p><p>Encounter Prayers</p><p></p><p>Channeling Chi Martial Attack 1</p><p>Any person related with martial arts learns to channel their chi, through meditation and training. Controlling this energy will allow the characters to make some feats out of ordinary.</p><p>Encounter ✦ Martial</p><p>Minor Action Special Melee</p><p>Target: One Creature</p><p>Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied. All martially trained PC get this free, non-martial PC's must be trained later.</p><p></p><p>Channel Divinity: Divine Fortune Cleric Feature</p><p>In the face of peril, you hold true to your faith and receive a special boon.</p><p>Encounter ✦ Divine</p><p>Free Action Personal</p><p>Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.</p><p></p><p>Channel Divinity: Turn Undead Cleric Feature</p><p>You sear undead foes, push them back, and root them in place.</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 push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.</p><p>Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.</p><p>Miss: Half damage, and the target is not pushed or immobilized.</p><p></p><p>Healing Word Cleric Feature</p><p>You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.</p><p>Encounter (Special) ✦ Divine, Healing</p><p></p><p>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.</p><p>Minor Action Close burst 5 (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 additional 1d6 hit points.</p><p>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.</p><p></p><p>Healing Strike Cleric Attack 1</p><p>Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.</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 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.</p><p>_______________________________________</p><p>Daily Prayers</p><p></p><p>Cascade of Light Cleric Attack 1</p><p>A burst of divine radiance sears your foe.</p><p>Daily ✦ Divine, Implement, Radiant</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Wisdom vs. Will</p><p>Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).</p><p>Miss: Half damage, and the target gains no vulnerability.</p><p></p><p>Daunting Light Level 3</p><p><em>A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time.</em></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 the target until the end of your next turn.</p><p>_______________________________________</p><p></p><p>Utility Prayers</p><p></p><p>Shield of Faith Cleric Utility 2</p><p>A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks.</p><p>Daily ✦ Divine</p><p>Standard Action Close burst 5</p><p>Targets: You and each ally in burst</p><p>Effect: The targets gain a +2 power bonus to AC until the end of the encounter.</p><p>_______________________________________</p><p>Cleric Class Features</p><p></p><p>Divine Leader</p><p>Implement Holy Symbol</p><p>Armor—Cloth, Leather, Hide, Chain</p><p>Weapons—Simple Melee, Simple Ranged</p><p>+2 Will defense</p><p>Ritual Caster</p><p>Channel Divinity--With the divine might you invoke you can wield special powers, such as turn undead and divine fortune.</p><p>Healer’s Lore--When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.</p><p>Healing Word--Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.</p><p></p><p>Human Racial Traits</p><p>Ability Scores: +2 Wisdom</p><p>Size: Medium</p><p>Speed: 6 squares</p><p>Vision: Normal</p><p>Languages: Common, choice of one other</p><p>Skill Bonuses: One extra Class Skill</p><p>Bonus Feat: Human Perseverance, Innate Martial Arts, Martial Arts Training</p><p></p><p>Feats</p><p>Astral Fire +1 damage with fire or radiant power</p><p>Human Perseverance +1 to saves</p><p>Weapon Focus Unarmed strike +1 damage with unarmed strike attacks</p><p>Innate Martial Arts Unarmed strike attack +3 proficiency 1d4+str attack with a +1 to unarmed grab attempts</p><p>Martial Arts Training Use powers with Unarmed Strike</p><p></p><p>_______________________________________</p><p></p><p>Skills Trained</p><p>Religion +7 (1/2 Level +5 Pro +1 Int)</p><p>Arcana +7 (1/2 Level +5 Pro +1 Int)</p><p>Heal +10 (1/2 Level +5 Pro +4 Wis)</p><p>Insight +10 (1/2 Level +5 Pro +4 Wis)</p><p>Diplomacy +7 (1/2 Level +5 Pro +1 Cha)</p><p></p><p>Skills Untrained</p><p>Athletics +2 (1/2 Level +1 Str)</p><p>Acrobatics, Stealth, Thievery +2 (1/2 Level +1 Dex)</p><p>Endurance +1 (1/2 Level +0 Con)</p><p>History +2 (1/2 Level +1 Int)</p><p>Nature, Perception +5 (1/2 Level +4 Wis)</p><p>Bluff, Intimidate, Streetwise +2 (1/2 Level +1 Cha)</p><p></p><p>_______________________________________</p><p>Gear and Gold</p><p>Leather Armor 25 gp</p><p>Adventurer's Kit 23 gp</p><p>-backpack</p><p>-bedroll</p><p>-flint and steel</p><p>-belt pouch</p><p>-Rations x10</p><p>-rope 50’ hempen</p><p>-sunrods x6</p><p>-waterskin</p><p>+1 Flameburst Gun Staff</p><p>Weapon: Any ranged</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +1d6 fire damage per plus</p><p>Power (Daily ✦ Fire): Minor Action. The next ranged basic</p><p>attack you make with this weapon before the end of your</p><p>turn becomes a burst 1 centered on the target. Use your</p><p>normal attack bonus for the basic attack, but against Reflex.</p><p>Instead of normal damage, each target hit takes ongoing</p><p>5 fire damage (save ends).</p><p></p><p>symbol of Shared Healing +2 level 7 2600 gp</p><p></p><p>Implement (Holy Symbol)</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +1d6 damage per plus</p><p>Power (Daily + Healing): Free Action. Trigger: You use your second wind, or you use a power that allows you to spend a healing surge to regain hit points. Effect: One ally within 5 squares of you can spend a healing surge.</p><p></p><p>And Curse forged armor +1 level 3 680 gp</p><p></p><p>Armor: Chain, Scale</p><p>Enhancement: AC</p><p>Power (Daily): Immediate Reaction. You can use this power</p><p>when an enemy hits you with an attack. That enemy takes</p><p>a –2 penalty to attack rolls (save ends). When the enemy</p><p>saves against the penalty, the enemy takes a –1 penalty to</p><p>attack rolls (save ends).</p><p>Level 13 or 18: –3 penalty.</p><p>Level 23 or 28: –4 penalty.</p><p>Crossbow 25 gp</p><p>Daggerx2 2 gp</p><p>Ritual book</p><p>-Make Whole</p><p>-Gentle Repose</p><p>-Endure Elements 100 gp</p><p></p><p>25 gp</p><p></p><p>Background/History</p><p>Ban Lu was born under the signs of great turmoil. The local people were sure that his life would be filed with war, change and strife. This was enhanced by his eyes which were not exactly the same color and did not track exactly together. Even as a baby the green eye seemed to have an unnatural radiance and his penetrating stare was unnerving. His parents, simple people, did not feel they deserved such a special and blessed child. After considerable prayer with the ancestors they made a decision. At a young age they took little Ban to the monks of the yellow veil to learn and find his great destiny. There he became a warrior and mystic growing in both power and mystery.</p><p>The monks of the yellow veil are known by their compassion and and they will of teaching the common people about the ways of the gods. Your master, Kin Wu, was an old man, who Ban Lu quickly adopted as father. He thought Ban how to fight, how use a gun, and the most important thing: how to use the gift he had. The yellow veil monks are known by their skills in healing and their mystic powers related with it. As a young boy you manifested such powers.</p><p>One day, Glorious To, the emperor’s brother, and leader of the entire monastic order visited the temple where Ban lived. Ban was around 7 years old. Glorious To was wisdom’s personification despite his age. He was kind, honorable and fair in his words; he treated you and the others like his sons. His virtue was great, and he clearly had the god’s favor. He taught you all many things, and when he left he monastery, you were all wiser.</p><p>Kin Wu trained you in the use of your gift, and made you grow strong and mature wise and honorable. But Kin Wu’s time in the mortal realm was near it’s end. He died of old age, speaking his last words to you “My student… you made me proud… But I see a great destiny for you… far more relevant… You… you must go to the town of Dragon’s Gate, to the south… there you shall wait… you shall wait…” he expired after those enigmatic words.</p><p>The day after burying master Kin Wu you departed to the town of Dragon’s Gate, a seaside town, which economy based on the fishing activity and the taxes of the sea trading routes. You walked many days, meditating and contemplating the landscape in which you walked. You were well received in Dragon’s Gate, and provided guidance and healing to its inhabitants. He uses his gifts of healing to help the people, his aggressive teaching style to educate the youth and his often acid tongue to guide the village leaders to wisdom. Now in his mid-twenties, Ban Lu is well known for his firm hand and a stout Gun in dispensing education. The families for miles around send their most unruly children to learn wisdom from Ban Lu. Indeed merely the suggestion of such a course of education is now enough to lead many a disobedient child back to the path of enlightenment and respect for their elders.</p><p></p><p></p><p>Appearance/Personality</p><p>Ban is a large man in both stature and girth no doubt due to his fondness for rice, especially rice that has been made into beer or wine. Hair dark hair tends to stand out from his head like a lion's mane, an effect enhanced by his long sideburns and scraggly whiskers along the line of his jaw and chin. He wears the azure and saffron robes of a holy man and is quick to quote the tenets of great thinkers. The passages he chooses are often obtuse and can only be understood after careful meditation and consideration which is no doubt a testament to his great wisdom and not his love of drink as has been suggested by some of his students.[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 4447326, member: 11520"] [b]Ban Lu Human Cleric 3[/b] [sblock=Ban Lu]Ability Scores Str 12 Con 10 Dex 13 Int 12 Wis 18 Cha 13 Init +1; Vision normal; Perception +5 Languages Common (Ti Ian), Eastern Dialect (To Ian) Size Medium 6’0 Tall, #200 Alignment Good Affiliations God of Light/Radiance? Golden Dragon? _______________________________________ AC 17; Fort 14; Ref 14; Will 20 Hit Points 32 Bloodied 16; Healing Surge 8; Surges/Day 7+0Con _______________________________________ Speed 6 Melee Unarmed strike base +5 1d4+2 _______________________________________ At-Will Prayers Lance of Faith Cleric Attack 1 A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack. 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. Increase damage to 2d8 + Wisdom modifier at 21st level. Righteous Brand Cleric Attack 1 You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity’s anger. By naming one of your allies when the symbol appears, you add divine power to that ally’s attacks against the branded foe. 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. Increase damage to 2[W] + Strength modifier at 21st level. Sacred Flame Cleric Attack 1 Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. 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. Increase damage to 2d6 + Wisdom modifier at 21st level. _______________________________________ Encounter Prayers Channeling Chi Martial Attack 1 Any person related with martial arts learns to channel their chi, through meditation and training. Controlling this energy will allow the characters to make some feats out of ordinary. Encounter ✦ Martial Minor Action Special Melee Target: One Creature Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied. All martially trained PC get this free, non-martial PC's must be trained later. Channel Divinity: Divine Fortune Cleric Feature In the face of peril, you hold true to your faith and receive a special boon. 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: Turn Undead Cleric Feature You sear undead foes, push them back, and root them in place. 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. Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level. Miss: Half damage, and the target is not pushed or immobilized. Healing Word Cleric Feature You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. 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. Healing Strike Cleric Attack 1 Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies. 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. _______________________________________ Daily Prayers Cascade of Light Cleric Attack 1 A burst of divine radiance sears your foe. Daily ✦ Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Will Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). Miss: Half damage, and the target gains no vulnerability. Daunting Light Level 3 [I]A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time.[/I] 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. _______________________________________ Utility Prayers Shield of Faith Cleric Utility 2 A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks. Daily ✦ Divine Standard Action Close burst 5 Targets: You and each ally in burst Effect: The targets gain a +2 power bonus to AC until the end of the encounter. _______________________________________ Cleric Class Features Divine Leader Implement Holy Symbol Armor—Cloth, Leather, Hide, Chain Weapons—Simple Melee, Simple Ranged +2 Will defense Ritual Caster Channel Divinity--With the divine might you invoke you can wield special powers, such as turn undead and divine fortune. Healer’s Lore--When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains. Healing Word--Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer. Human Racial Traits Ability Scores: +2 Wisdom Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: One extra Class Skill Bonus Feat: Human Perseverance, Innate Martial Arts, Martial Arts Training Feats Astral Fire +1 damage with fire or radiant power Human Perseverance +1 to saves Weapon Focus Unarmed strike +1 damage with unarmed strike attacks Innate Martial Arts Unarmed strike attack +3 proficiency 1d4+str attack with a +1 to unarmed grab attempts Martial Arts Training Use powers with Unarmed Strike _______________________________________ Skills Trained Religion +7 (1/2 Level +5 Pro +1 Int) Arcana +7 (1/2 Level +5 Pro +1 Int) Heal +10 (1/2 Level +5 Pro +4 Wis) Insight +10 (1/2 Level +5 Pro +4 Wis) Diplomacy +7 (1/2 Level +5 Pro +1 Cha) Skills Untrained Athletics +2 (1/2 Level +1 Str) Acrobatics, Stealth, Thievery +2 (1/2 Level +1 Dex) Endurance +1 (1/2 Level +0 Con) History +2 (1/2 Level +1 Int) Nature, Perception +5 (1/2 Level +4 Wis) Bluff, Intimidate, Streetwise +2 (1/2 Level +1 Cha) _______________________________________ Gear and Gold Leather Armor 25 gp Adventurer's Kit 23 gp -backpack -bedroll -flint and steel -belt pouch -Rations x10 -rope 50’ hempen -sunrods x6 -waterskin +1 Flameburst Gun Staff Weapon: Any ranged Enhancement: Attack rolls and damage rolls Critical: +1d6 fire damage per plus Power (Daily ✦ Fire): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage (save ends). symbol of Shared Healing +2 level 7 2600 gp Implement (Holy Symbol) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily + Healing): Free Action. Trigger: You use your second wind, or you use a power that allows you to spend a healing surge to regain hit points. Effect: One ally within 5 squares of you can spend a healing surge. And Curse forged armor +1 level 3 680 gp Armor: Chain, Scale Enhancement: AC Power (Daily): Immediate Reaction. You can use this power when an enemy hits you with an attack. That enemy takes a –2 penalty to attack rolls (save ends). When the enemy saves against the penalty, the enemy takes a –1 penalty to attack rolls (save ends). Level 13 or 18: –3 penalty. Level 23 or 28: –4 penalty. Crossbow 25 gp Daggerx2 2 gp Ritual book -Make Whole -Gentle Repose -Endure Elements 100 gp 25 gp Background/History Ban Lu was born under the signs of great turmoil. The local people were sure that his life would be filed with war, change and strife. This was enhanced by his eyes which were not exactly the same color and did not track exactly together. Even as a baby the green eye seemed to have an unnatural radiance and his penetrating stare was unnerving. His parents, simple people, did not feel they deserved such a special and blessed child. After considerable prayer with the ancestors they made a decision. At a young age they took little Ban to the monks of the yellow veil to learn and find his great destiny. There he became a warrior and mystic growing in both power and mystery. The monks of the yellow veil are known by their compassion and and they will of teaching the common people about the ways of the gods. Your master, Kin Wu, was an old man, who Ban Lu quickly adopted as father. He thought Ban how to fight, how use a gun, and the most important thing: how to use the gift he had. The yellow veil monks are known by their skills in healing and their mystic powers related with it. As a young boy you manifested such powers. One day, Glorious To, the emperor’s brother, and leader of the entire monastic order visited the temple where Ban lived. Ban was around 7 years old. Glorious To was wisdom’s personification despite his age. He was kind, honorable and fair in his words; he treated you and the others like his sons. His virtue was great, and he clearly had the god’s favor. He taught you all many things, and when he left he monastery, you were all wiser. Kin Wu trained you in the use of your gift, and made you grow strong and mature wise and honorable. But Kin Wu’s time in the mortal realm was near it’s end. He died of old age, speaking his last words to you “My student… you made me proud… But I see a great destiny for you… far more relevant… You… you must go to the town of Dragon’s Gate, to the south… there you shall wait… you shall wait…” he expired after those enigmatic words. The day after burying master Kin Wu you departed to the town of Dragon’s Gate, a seaside town, which economy based on the fishing activity and the taxes of the sea trading routes. You walked many days, meditating and contemplating the landscape in which you walked. You were well received in Dragon’s Gate, and provided guidance and healing to its inhabitants. He uses his gifts of healing to help the people, his aggressive teaching style to educate the youth and his often acid tongue to guide the village leaders to wisdom. Now in his mid-twenties, Ban Lu is well known for his firm hand and a stout Gun in dispensing education. The families for miles around send their most unruly children to learn wisdom from Ban Lu. Indeed merely the suggestion of such a course of education is now enough to lead many a disobedient child back to the path of enlightenment and respect for their elders. Appearance/Personality Ban is a large man in both stature and girth no doubt due to his fondness for rice, especially rice that has been made into beer or wine. Hair dark hair tends to stand out from his head like a lion's mane, an effect enhanced by his long sideburns and scraggly whiskers along the line of his jaw and chin. He wears the azure and saffron robes of a holy man and is quick to quote the tenets of great thinkers. The passages he chooses are often obtuse and can only be understood after careful meditation and consideration which is no doubt a testament to his great wisdom and not his love of drink as has been suggested by some of his students.[/sblock] [/QUOTE]
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[RG] [D&D4E] Path of Enlightenment
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