ENWorld Living Eberron Wiki
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*Holy Radiance Braidmail (15)
 
*Holy Radiance Braidmail (15)
   

Revision as of 15:27, 8 July 2010



Summary

VelmontRiver
XP 7581Male Longtooth Shifter Adventurer Cleric 6
Medium natural humanoid
Initiative +2; Senses Passive Insight 22, Passive Perception 17
HP 49, Bloodied 24, Surge Value 12, Surges 8
AC 20; Fortitude 15, Reflex 15, Will 20
Speed 5
BasicMeleeUnarmed (Standard; at-will)
+5 vs AC; 1d4+1
RangedAstral Seal (Standard; at-will) ✦ Divine, Healing, Implement
Ranged 5, +12 vs Refl; Until the end of your next turn, the target takes -2 penalty to all defenses. The next ally who hit it before the end of your next turn regains hit points equal to 6
RangedSacred Flame (Standard; at-will) ✦ Divine, Implement, Radiant
Ranged 5; +10 vs Reflex; 1d6+6 radiant damage, and one ally you can see choose either to gain temporary hit points equals to 5 or to make a saving throw.
Longtooth Shifting (Minor; You must be bloodied; encounter) ✦ Healing
Effect: Until the end of the encounter, you gain a +2 bonus to damage roll. In addition, while you are bloodied, you gain regeneration 2.
Divine Fortune (Free; Channel Divinity; encounter) ✦ Divine
Effect: You gain +1 to the next attack roll or saving throw until the end of your next turn.
CloseHealer's Mercy (Standard; Channel Divinity; encounter) ✦ Divine, Healing
Close Burst 5; Each bloodied allies within burst can spend a healing surge and regains 1d6+10 additional hit points. They can also makes a saving throw. You are weaken until the end of your next turn.
CloseHealing's Word (Minor; encounter) ✦ Divine, Healing
Close Burst 5; Effect: One ally in burst can spend an Healing Surge and gains an additional 3d6 + 10 hit point. He can also makes a saving throw.
RangedBane (Standard; encounter) ✦ Divine, Implement
Range 10; +10 vs Will; Until the end of your next turn, the target takes a penalty of 4 to attack rolls and to all defenses.
CloseHymn of Resurgence (Standard; encounter) ✦ Divine, Implement
Close Blast 5; +10 vs. Fort; Until the end of your next turn, the target takes -2 to all defenses and if an ally hit him, the target is knocked prone. Effect: Each allies within the burst choose to gains 5 temporary hit points or to make a saving throw.
CloseMoment of Glory (Standard; daily) ✦ Divine, Fear, Implement
Close blast 5; +10 vs Will; Each enemy in blast are pushed 3 squares and are knock down prone. Effect: You and each allies in the blast gain resist 5 to all damage until the end of the next turn. Sustain Minor: The effect persists.
MeleeLife Transference (Standard; daily) ✦ Divine, Healing
You take 12 damages and these damages cannot be reduced by any means. The target gains twice that amount of hp, and an additional 3 hps (for a total of 25).
RangedHalo of Consequence (Standard; daily) ✦ Divine, Implement, Reliable
Ranged 10; +10 vs Refl; The target is affected by your Halo of Consequence (save ends). Until the halo ends, the target takes -4 penalty to attack and after he attack you or an ally, he is dazed until the end of his next turn. The target takes -2 to save against this power.
Stream of Life (Standard; daily) ✦ Divine, Healing
You take ongoing damage 5 (save ends). This damage can't be reduced by anyway. At the end of your turn, you can choose to not make the save against the ongoing damage. Each time you take ongoing damage an ally within 5 squares regain 16 hit points
Symbol of Perseverance +2
Critical: +2d6. Power (Daily ✦ Healing): Free Action. Use this power after you hit with an attack that have been delivered by this holy symbol. A dying ally within 20 squares of you regains hit points as if he had spent an healing surge and an additional 3 hit point (Symbol Enhancement + Healer's Brooch)
Healer's Brooch +1
Property: When you use a power that enable you or an ally to regain hit points, add the brooch enhancement bonus to the hit points gained.
Battle Standard of Healing
'Power (Encounter ✦ Healing, Zone): Standard Action. When you plant this battle standard in your space or in an adjacent square, it create a zone of healing energy in a close burst 5. Whenever you or an ally spend a healing surge while in the zone, you and all allies in the zone regain 1 hit point. This effect last until the end of the encounter, or until the battle standard is removed from the ground. Any character in or adjacent of the battle standard's square can remove it from the ground as a standard action.


Alignment Lawful Good; Languages Common, Elven
Str 12 (+1)Dex 8 (-1)Wis 19 (+4)
Con 12 (+1)Int 12 (+1)Cha 17 (+3)
Skills Athletics +5, Diplomacy +11, Endurence +5, Heal +16, Insight +12, Religion +11
Feats Ritual Caster, Mark of Healing, Pacifist Healer, Healer's Implement, Pacifist's Reward
Equipment Symbol of Perseverance +2, Healer's Brooch +1, Chainmail +1, Battle Standard of Healing, Phylactery of Divinity, adventurer's kit, Ritual Book, Healing Salves (10); 22gp
Rituals Gentle Repose, Brew Potion


Character Information

Background

River is born in a small village of Cyre. He was raised there among a family of hunter. He was living with his father, mother, two brothers, a sister, an uncle, an aunt and two cousin. Most of the villages were humans and were farmers, but a small minority of shifters had established themselves and had develop a trade of hunter, skinner and leather workers. Those shifter had come to find a way of survival, as there nomadic tribe had been vanquish by another tribe, and had to exile themselves or die. River was one of the first born on the Cyre ground among the shifter, so he never knew the nomadic live of his parents, but that didn't prevent him to learn the trade of his family. He was near his majority when something unusual happen, a dragon mark appear on his skin. It was a rare event at that time to see a shifter with a mark. His mark was the mark of healing, usually seen on the halfling of house Jorasco. It didn't changed much his life. He kept working as a leatherworker and sometimes, he was helping the priest of the Sovereign Host when the flu spread, but nothing much.

But war came. At first, the small village wasn't in a war zone, so life didn't changed. But one day, refugee of near villages start to come, and then a unit of soldiers, with many wounded. Among them was a member of House Jorasco. When the halfling find out a shifter with the mark of healing, he was amazed. But with the war, talents as his couldn't be put aside because of the unusual circumstances, so the halfling convince River to follow the step of the Sovereign Host and heal the wounded in battle.

During the war, River travel form battlefield to battlefield to find out the wounded and healed them so they would come back to there homeland. He has seen death and destruction more he would have wished. While he was traveling the lands with his banner, a sign of neutrality in the war, his family was forced to join the ranks of the army.

River was in Sharn when the sad day came, taking care of some badly crippled soldiers. News had spread quickly. Cyre was no more. The Mournland had left a scare in River's heart as deep as all the death he had seen in the last years. He heard there had been some survivors. Since that day, he has continued to heal the wounded of that war, but he also tried to gain contact with his family, without success.

Appearance

Age: 31 Gender: Male Height: 5'11" Weight: 167 lbs.

Personality

Alignment: Lawful Good

Hooks

  • Find his family

Kicker

  • Destuction of his village in Cyre

Other Sections

Equipment

Equipment Name Price Weight
Magic Chainmail +1 360gp 40lbs
Symbol of Perserverance +2 2600gp -lbs
Battle Standard of Healing 680gp -lbs
Healer's Brooch +1 840gp -lbs
Phylactery of Divinity 1800gp -lbs
Light Shield 5gp 6lbs
Adventurer's Kit 15gp 33lbs
Mystic Salves (10) 10gp -lbs
Ritual Book 50gp 3lbs

Coins: 1014gp

Encumbrance: 82lbs Normal Load: 120lbs Heavy Load: 240lbs Maximum Drag Load: 600lbs

Wishlist

Weapon:

  • Holy Healer's Staff (7)
  • Symbol of the Holy Nimbus (9)
  • Symbol of Perserverance (12)

Armor:

  • Benefactor Finemail (10)
  • Holy Radiance Braidmail (15)

Arms:

  • Bracers of Defense (7)

Boon:

  • Melora's Storm Blessing (8)

Feet:

  • Boots of Fencing Master (7)
  • Boots of Dancing (11)

Hands:

  • River of Life Glove (7)
  • Antipathy Gloves (10)
  • Gloves of the Healer (12)

Neck:

  • Healer's Brooch (9)
  • Cord of Divine Favor (13)

Tatoo:

  • Eager's Hero Tattoo (10)

Waist:

  • Healer's Sash (11)

Math

Attributes

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 2 0 12 1
Con 2 12 0 0 12 1
Dex 0 8 0 0 8 -1
Int 2 12 0 0 12 1
Wis 9 16 2 1 19 4
Cha 9 16 0 1 17 3
Totals 22   9


Attacks

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

1

str 1Expertise35AC
Basic Ranged

-1

dex1Expertise33AC


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class -1/1 dex/int 7 Chainmail +1 3 20
Fortitude1/1str/con1Healer's Brooch3 15
Reflex-1/1dex/int 1Healer's Brooch3 15
Will4/2wis/cha2 1Healer's Brooch3 20


Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative -1 0 0 0 0 0 0 0 3 0 2
Passive Insight 4 0 0 0 0 0 0 0 3 5 22
Passive Perception 4 0 0 0 0 0 0 0 3 0 17

Senses: Low-light

Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 12 5 0 0 0 49 24 12


Surges per day: 8 (7 class, + 1 Con)

Speed and Movement

Speed: 6

Racial Features

Longtooth Shifter (EPG)

  • +2 Str, +2 Wis
  • +2 Athletics, +2 Endurance
  • Languages: Common, Choice of one language
  • Longtooth Shifting
  • Vision: Low-light
  • Size: Medium
  • Speed: 6

Class Features

Cleric

  • Channel Divinity: Allow to use only one Channel Divinity power per encounter, regardless of the number of Channel Divinity power you have access.
  • 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 Words: Encounter power to heal. Can be use twice per encounter.
  • Ritual Casting: Ritual Casting feat for free.

Feats

Background

Jorasco Medic (PH2): +2 Heal.

Skills and Languages

Languages: Common, Elven



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics-1dex-1Chainmail31
Arcana 1 int 3 4
Athletics1str2-1Chainmail35
Bluff3cha36
Diplomacy53cha311
Dungeoneering4wis37
Endurance1con2-1Chainmail35
Heal54wis2Jorasco Medic Background2Phylactery of Divinity316
History1int34
Insight54wis312
Intimidate3cha36
Nature4wis37
Perception4wis37
Religion51int2Phylactery of Divinity311
Stealth-1dex-1Chainmail31
Streetwise3cha36
Thievery-1dex-1Chainmail31


Powers

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Astral Seal +4 Wis 2 1 Expertise 2 Symbol of Perserverance +2 0 0 3 12 Reflex
Sacred Flame +4 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 3 10 Reflex
Bane +4 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 3 10 Will
Hymn of Resurgence +4 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 3 10 Will
Moment of Glory +4 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 3 10 Will
Halo of Consequence +4 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 3 10 Reflex


Tracking

Money

Treasure

XP

Starting XP: 3750 XP Trouble in Moonwatch: 2048 XP, 583 XP, 1200 XP (From Reward Points)

Reward Points

Trouble in Moonwatch: 4 RP, 2 RP, -6 RP (at lvl 5 for 1200XP)

Changes

2009/07/16: Created 2009/12/21: Level 5 2010/02/15: Level 6 (Retained Beacon of Hope for Moment of Glory)

Judge Comments

Level 4

Approval 1

Approved for Level 4 by Ukingsken

Approval 2

Approved for 4th level with 3,750 xp by renau1g:

Overhaul

I've changed two feats and 5 powers, all now coming from Divine Power. Also, Charisma have an heavier effect on this build, so I've lowered Str and Con to boost Charisma. Now it fits even better the starting concept.

Approval 1

Comments from TwoHeadsBarking:

  • Summary: You should remove the "half level + Cha" from Sacred Flame and just leave the number.
  • Summary: Under Life Transference, you should remove the "your healing surge value" and replace it with the number.
  • Equipment: You forgot to update your encumbrance values.
  • Defenses: Your Fort is 1 point too high (it's correct in your summary).

Small stuff, so approved.

Approval 2

Approved by renau1g

Level 5

Approval 1

Approval by EvolutionKB

Approval 2

Approval by renau1g

  • Note: in the math section our hp was wrong, I corrected (still had level 4 there)

Level 6

Approval 1

Approval by renau1g

Looks good Velmont

Approval 2

Approval by EvolutionKB

Looks good.

Status