=============
RACIAL TRAITS
=============
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.
==============
CLASS FEATURES
==============
CLASS TRAITS
Role: Defender. You are very tough and have the exceptional
ability to contain enemies in melee.
Power Source: Martial. You have become a master of
combat through endless hours of practice, determination,
and your own sheer physical toughness.
Key Abilities: Strength, Dexterity, Wisdom,
Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail,
scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee,
simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: From the class skills list below, choose
three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal
(Wis), Intimidate (Cha), Streetwise (Cha)
Build Options: Great weapon fighter, guardian fighter
Class Features: Combat Challenge, Combat Superiority,
Fighter Weapon Talent
=====
FEATS
=====
Action Surge [Human]
Prerequisite: Human
Benefit: You gain a +3 bonus to attack rolls you
make during any action you gained by spending an
action point.
Weapon Focus (Flail)
Benefit: Choose a specific weapon group, such
as spears or heavy blades. You gain a +1 feat bonus
to damage rolls with your chosen weapon group. At
11th level, this bonus increases to +2. At 21st level, it
increases to +3.
Special: You can take this feat more than once. Each
time you select this feat, choose another weapon group.
============
KNOWN POWERS
============
AT-WILL
1:Reaping Strike
You punctuate your scything attacks with wicked jabs and small
cutting blows that slip through your enemy’s defenses.
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Miss: Half Strength modifier damage. If you’re wielding
a two-handed weapon, you deal damage equal to your
Strength modifier.
1: Sure Strike Fighter Attack 1
You trade power for precision.
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d10 damage.
Increase damage to 2[W] at 21st level.
1: Cleave
You hit one enemy, then cleave into another.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d10 + 3 damage, and an enemy adjacent
to you takes damage equal to your Strength modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
ENCOUNTER
1:Passing Attack
You strike at one foe and allow momentum to carry you forward
into a second strike against a second foe.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift
1 square. Make a secondary attack.
Secondary Target: One creature other than the primary
target
Secondary Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage.
DAILY
1:Comeback Strike
A timely strike against a hated foe invigorates you, giving you the
strength and resolve to fight on.
Daily ✦ Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can spend a
healing surge.
* Melee Basic: (Flail) +2 vs. AC, 1d10 Damage, Versitile
My story? Not a lot to tell. My parents are farmers, and I wasn't gonna settle for that like my brothers. As soon as I was old enough I jumped on the first trade convoy that would take me, and hounded the guards till they taught me all they would. Since then I've been making my way, selling my sword (actually flail, to be most accurate) and trying to become incredibly wealthy and famous.
Eventually I'll go back home. I just plan on bringing enough gold to buy the whole village and build a keep for myself when I do.
Inglorious Coyote on
0
Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
They are class features of the cleric, its used to turn undead, grant a bonus, and you can use feats for more powers depending on your deity. If you cant get the PHB i can roll something up for you and post it. I love making characters.
dscrilla on
0
Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited June 2008
I got myself a PHB.
So the Channel Divinity and Healing word are innate or are they part of the power sets you have to pick 2/1/1/0 of?
Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited June 2008
Meet the Half-Elf Cleric, Soirée Goldleaf
Soirée Goldleaf, Level 1 ClericInitiative +1 Senses Perception +0 (passive 10), low light vision
HP 30 Bloodied 15 Defenses AC 13 Fortitude 14 Reflex 11 Will 14 Speed 6 Action Points 1, Surge Value 7, Surges 11
Melee Mace +2 (1d8) Ranged Sling +3 (1d6)
At-Will Powers Lance of Faith, Sacred Flame Encounter Powers Hellish Rebuke, Healing Strike Daily Powers Cascade of Light
Racial Features Dilettante, Dual Heritage, Group Diplomacy Class Features Channel Divinity, Healing Word, Healing Lore, Ritual Casting Feats Pelor's Radiance
Alignment Good Languages Common, Elvin, Dwarven Abilities Str 10, Con 18, Dex 12, Int 11, Wis 14, Cha 15 Skills Arcana, Insight, Religion, Diplomacy
Equipment Mace, Sling, Leather Armor, Sling bullets (40), standard
adventurer's kit, holy symbol, flask (3), climber's kit, tent, 29gp
Soirée Goldleaf grew up in a monastery, learning the way of the light from monks of Pelor since the age of 5. His goals were that of any studious and religious boy: become priest, and perhaps one day lead the monastery, or start his own. However, all was changed in his life when raiders came to call. Soirée was only 17 when the monastery burned to the ground, and he barely escaped with his life. Young, poor, and homeless, the young man headed east, to a nearby port town, and started anew, taking any job he could to keep himself alive. Now 36, he has used his learnings from the monks to become a leader in the bustling port, and a sought after voice among the people.
Channel Divinity: Divine Fortune (Cleric Feature)
In the face of peril, Soirée holds true to his faith and receives a special bonus.
[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)
Soirée sears undead foes, push them back, and root them in place
Encounter - Divine, Implement, Radiant - Standard Action - Close Burst 2
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.
Miss: Half damage, and the target is not pushed or immobilized.
Healing Word (Cleric Feature)
Soirée whispers a brief prayer as divine light over his target, helping
to mend its wounds.
Encounter (Special) - Divine, Healing - Minor Action - Close burst 5
Special: You can use this power twice per encounter, but only once per round.
Effect: The target can spend a healing surge and regain an additional 1d6 hit
points.
Lance of Faith (Cleric Attack 1)
A brilliant ray of light sears Soirée's foe with golden radiance. Sparkles of
light linger around the target, guiding his ally's next attack.
At Will - Divine, Implement, Radiant - Standard Action - Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Effect: 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.
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
Effect: 1d6 + Wisdom modifier radiant damage, and one ally you can see
chooses to either gain temporary hit points equal to your Charisma
modifier + one-half your level or to make a saving throw.
Hellish Rebuke (Warlock Infernal Attack 1)
Soirée points his finger and his foe is scoured in hellish flames stoked
by his own anger and pain. If he is injured, the flames burst into life one
more time before they fade away.
Hit: 1d6 + Constitution modifier fire damage. If you take damage
before the end of your next turn, the target takes an extra 1d6 +
Constitution modifier fire damage.
thanks shoe. and hm. the whole 18? that seems kinda broken. okay though, that makes my hp 30.
trust me. you'll need them.
Horseshoe on
0
Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited June 2008
So does that mean my awesome damagers, like my one that has a chance to do 1d6+4 twice, and my other that does 3d8+2, are not really that awesome compared to the hps of these new fearsome beasts?
Posts
And Goose - Viper's Strike and shit are powers - you pick 2 At-Will, 1 Encounter, and 1 Daily.
The PHB has all sorts of this stuff.
So
We have Horseshoe, Mike Danger, and Goose. We need one more. Also, wow, lots of healing.
I'd be up for playing a Warlock or a Warlord.
At this point it's basically whoever rolls the character first.
I'll roll him up now.
That guy dropped - you can steal his Wizard though for your character if you'd like - it'd give you a nice balanced party.
Adran Brightblade
=========
* Human
* Fighter
* Level 1
* Unaligned
* Worships Kord
==========
ATTRIBUTES
==========
*Str: 16 (+3)
*Dex: 14 (+2)
*Con: 13 (+2)
*Int: 12 (+1)
*Wis: 10 (+0)
*Cha: 11 (+1)
======
SKILLS
======
Athletics +8
Endurance +7
Intimidate +6
Streetwise +6
*Languages: Common, Dwarven
=============
RACIAL TRAITS
=============
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.
==============
CLASS FEATURES
==============
CLASS TRAITS
Role: Defender. You are very tough and have the exceptional
ability to contain enemies in melee.
Power Source: Martial. You have become a master of
combat through endless hours of practice, determination,
and your own sheer physical toughness.
Key Abilities: Strength, Dexterity, Wisdom,
Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail,
scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee,
simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: From the class skills list below, choose
three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal
(Wis), Intimidate (Cha), Streetwise (Cha)
Build Options: Great weapon fighter, guardian fighter
Class Features: Combat Challenge, Combat Superiority,
Fighter Weapon Talent
=====
FEATS
=====
Action Surge [Human]
Prerequisite: Human
Benefit: You gain a +3 bonus to attack rolls you
make during any action you gained by spending an
action point.
Weapon Focus (Flail)
Benefit: Choose a specific weapon group, such
as spears or heavy blades. You gain a +1 feat bonus
to damage rolls with your chosen weapon group. At
11th level, this bonus increases to +2. At 21st level, it
increases to +3.
Special: You can take this feat more than once. Each
time you select this feat, choose another weapon group.
============
KNOWN POWERS
============
AT-WILL
1:Reaping Strike
You punctuate your scything attacks with wicked jabs and small
cutting blows that slip through your enemy’s defenses.
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Miss: Half Strength modifier damage. If you’re wielding
a two-handed weapon, you deal damage equal to your
Strength modifier.
1: Sure Strike Fighter Attack 1
You trade power for precision.
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d10 damage.
Increase damage to 2[W] at 21st level.
1: Cleave
You hit one enemy, then cleave into another.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d10 + 3 damage, and an enemy adjacent
to you takes damage equal to your Strength modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
ENCOUNTER
1:Passing Attack
You strike at one foe and allow momentum to carry you forward
into a second strike against a second foe.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift
1 square. Make a secondary attack.
Secondary Target: One creature other than the primary
target
Secondary Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage.
DAILY
1:Comeback Strike
A timely strike against a hated foe invigorates you, giving you the
strength and resolve to fight on.
Daily ✦ Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can spend a
healing surge.
=========
INVENTORY
=========
* Adventurer's Kit
* Light Shield (+1 AC)
* Scale Armor (+7 AC, -1 Speed)
* Flail (+2 Profiency, 1d10 damage, Group: Flail, Versitile)
* 25 gp
=================
COMBAT STATISTICS
=================
* Hitpoints: 28/28
* Blooded: 14
* Healing Surges: 11/11 (Restore 7)
* Armor Class: 19
* Fortitude: 14
* Reflex: 14
* Will: 12
* Perception: 11
* Melee Basic: (Flail) +2 vs. AC, 1d10 Damage, Versitile
My story? Not a lot to tell. My parents are farmers, and I wasn't gonna settle for that like my brothers. As soon as I was old enough I jumped on the first trade convoy that would take me, and hounded the guards till they taught me all they would. Since then I've been making my way, selling my sword (actually flail, to be most accurate) and trying to become incredibly wealthy and famous.
Eventually I'll go back home. I just plan on bringing enough gold to buy the whole village and build a keep for myself when I do.
What are the Channel Divinity powers considered?
They are class features of the cleric, its used to turn undead, grant a bonus, and you can use feats for more powers depending on your deity. If you cant get the PHB i can roll something up for you and post it. I love making characters.
So the Channel Divinity and Healing word are innate or are they part of the power sets you have to pick 2/1/1/0 of?
j/k
They are "class features", not powers, some have will/encounter/day use limitations like powers.
Soirée Goldleaf, Level 1 Cleric
Initiative +1 Senses Perception +0 (passive 10), low light vision
HP 30 Bloodied 15
Defenses AC 13 Fortitude 14 Reflex 11 Will 14
Speed 6
Action Points 1, Surge Value 7, Surges 11
Melee Mace +2 (1d8)
Ranged Sling +3 (1d6)
At-Will Powers Lance of Faith, Sacred Flame
Encounter Powers Hellish Rebuke, Healing Strike
Daily Powers Cascade of Light
Racial Features Dilettante, Dual Heritage, Group Diplomacy
Class Features Channel Divinity, Healing Word, Healing Lore, Ritual Casting
Feats Pelor's Radiance
Alignment Good Languages Common, Elvin, Dwarven
Abilities Str 10, Con 18, Dex 12, Int 11, Wis 14, Cha 15
Skills Arcana, Insight, Religion, Diplomacy
Equipment Mace, Sling, Leather Armor, Sling bullets (40), standard
adventurer's kit, holy symbol, flask (3), climber's kit, tent, 29gp
In the face of peril, Soirée holds true to his faith and receives a special bonus.
[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)
Soirée sears undead foes, push them back, and root them in place
Encounter - Divine, Implement, Radiant - Standard Action - Close Burst 2
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.
Miss: Half damage, and the target is not pushed or immobilized.
Healing Word (Cleric Feature)
Soirée whispers a brief prayer as divine light over his target, helping
to mend its wounds.
Encounter (Special) - Divine, Healing - Minor Action - Close burst 5
Special: You can use this power twice per encounter, but only once per round.
Effect: The target can spend a healing surge and regain an additional 1d6 hit
points.
Lance of Faith (Cleric Attack 1)
A brilliant ray of light sears Soirée's foe with golden radiance. Sparkles of
light linger around the target, guiding his ally's next attack.
At Will - Divine, Implement, Radiant - Standard Action - Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Effect: 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.
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
Effect: 1d6 + Wisdom modifier radiant damage, and one ally you can see
chooses to either gain temporary hit points equal to your Charisma
modifier + one-half your level or to make a saving throw.
Hellish Rebuke (Warlock Infernal Attack 1)
Soirée points his finger and his foe is scoured in hellish flames stoked
by his own anger and pain. If he is injured, the flames burst into life one
more time before they fade away.
Encounter - Arcane, Fire, Implement - Standard Action - Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier fire damage. If you take damage
before the end of your next turn, the target takes an extra 1d6 +
Constitution modifier fire damage.
Cascade of Light (Cleric Attack 1)
A burst of divine radiance sears Soirée's 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.
Almost forgot:
Initiative (1d20 1=8)
All in all, I'd call him a flamer.
Welcome to 4th edition GOOSE!
By the way, you made the same mistake we all do, you add your con score to HP, not just the bonus.
trust me. you'll need them.
3 level 1 skirmishers (27 hit points, AC 15, +6 melee attack for 1d8 damage)
2 level 1 artillery (24 hit points, AC 13, +5 ranged attack for 1d4+3 and maybe some special ammunition that immobilizes you)
this edition, it have some more challenging 1st level fare than 3.5
Just outta curiousity, Shoe, what time is it in your neck of the woods?
Like any other skill it is (1/2 your level) + (relevant stat modifier) + (5 if it's a trained skill) + (any others that apply)
Soiree has 14 wisdom, is level one, and is not trained in perception, therefore...
Perception = 0 + 2 + 0 + 0 = +2
No goose.
You get that in addition.
The encounter power you get is from your cleric power list.
The racial power is a bonus.
I'm ready, asuming my sheet passes muster.
ready
Edit: Now with a real-deal sheet, too.
6:00-6:20 AM
8:50-10:15 AM
2:00-10:30 PM
Clarification: this is for weekdays. Weekends are all over the board (but it's unusual for me not to be on after 6 PM Sunday).