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Revision as of 00:41, 13 September 2010

Summary

CaBaNaVeruza
XP 3750Female Kalashtar Adventurer Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 19, Passive Perception 17
HP 40, Bloodied 20, Surge Value 10, Surges 8
AC 19; Fortitude 14, Reflex 13, Will 20
Saving Throws +0
Speed 5
MeleeMelee Basic Attack (Standard; at-will) ✦ [Weapon]
See Sonnlinor's Hammer
RangedAstral Seal (Standard; at-will) ✦ [Divine, Healing, Implement]
Range 5, +10 vs. Reflex; Until the end of Veruza's next turn, the target takes a -2 penalty to all defenses. The next ally who hits the target before the end of Veruza's next turn regains 6 hit points.
MeleeSonnlinor's Hammer (Standard; at-will) ✦ [Divine, Weapon, Sunblade radiant]
Melee, +11 vs. AC; 1d12 + 6 Sunblade radiant damage, and the next attack the target makes before the end of Veruza's next turn takes a -4 penalty to the damage roll. Special: This power can be used as a melee basic attack.
CloseCommand (Standard; encounter) ✦ [Divine, Implement, Charm]
'Ranged 10, +8 vs. Will Hit: The target is dazed until the end of Veruza's next turn, in addition Veruza can choose to slide the target 7 squares or knock it prone
CloseHealing Word (Minor; Twice encounter, once per round; encounter) ✦ [Divine, Healing]
Close Burst 5, Veruza or one ally in burst; Effect: The target can spend a healing surge and regain an additional 1d6 + 5 hit points.
CloseHealer's Mercy (Standard; Channel Divinity; encounter) ✦ [Divine, Healing]
Close burst 5, each bloodied ally in burst; Effect: Each target can spend a healing surge and regains an additional 5 hit points. Veruza is weakened until the end of her next turn.
Divine Fortune (Free; Channel Divinity; encounter) ✦ [Divine]
Effect: Veruza gains a +1 bonus to her next attack roll or saving throw before the end of his next turn.
CloseBastion of Mental Clarity (Immediate Interrupt when An enemy hits or misses Veruza with an attack against her Will.; encounter) ✦ [Racial power]
Close burst 5; Target: Each ally in burst Effect: Each target gains a +4 power bonus to Will until the end of Veruza's next turn.
CloseAstral Condemnation (Standard; daily) ✦ [Divine, Radiant, Implement]
Ranged 5; +8 vs Reflex; Hit: 3d6+6 Radiant Damage, Effect: TE the targets NT it takes a -9 penalty to damage rolls, Sustain Minor: Effect persists
Divine Skill (Minor Action; encounter) ✦ [Divine]
Close Burst 5; Target:One ally in burst Effect: The target gains a +4 bonus to his or her next skill check.
CloseProvocative Order (Standard; encounter) ✦ [Martial]
Close burst 5, Target: One ally who has line of sight to and can hear Veruza in the burst, Effect: The ally makes a charge attack as a free action, the attack deals an extra 1W damage.
Symbol of the Holy Nimbus +1
Critical: +1d6. Property: When healing word is used Veruza and allies withing 5 squares get 5 temporary hit points
Chainmail +1
+1 AC
Lucky Charm +1
Property: +1 NADs. Daily: No action, Trigger: Veruza misses an attack or fails a skill check, ability check, or saving throw. Effect: Add a d6 to the missed attack or failed check.


Sunblade Fullblade +1
Critical: +1d6 damage, Property: High Crit, The Sunblade can shed dim/bright light out to 20 squares, Veruza controls the range and brightness of this effect, At-will power Radiant: Free action, all damage dealt by this weapon is radiant, another free action returns the damage to normal. Daily power: standard action: motes of light attach to enemies in a close burst 1, strength vs. reflex, on a hit deals 1d8 radiant.
Channel Divinity
Once per encounter Veruza can invoke divine power, filling herself with the might of her deified blood. Regardless of how many different uses for Channel Divinity Veruza knows, she can use only one such ability per encounter.
Healer's Lore
When Veruza uses a divine healing power that allows a creature to spend a healing surge in order to regain hit points, she adds 5 to the hit points the recipient regains.
Healing Word
Veruza can use the Healing Word encounter power twice per encounter.
Ritual Casting
Veruza gains the Ritual Caster feat as a bonus feat, allowing her to use magic rituals.
Ritual Book
Veruza possess a ritual book, and it contains two rituals she has mastered: the Gentle Repose ritual and Comrade's Succor.
Dual Soul
At the start of Veruza's turn, she can make a saving throw against each effect currently rendering her dazed or dominated. If she fails the saving throw, she does not make a saving throw against the effect at the end of her turn.
Telepathy 5
Veruza can communicate with any other creature that has a language and is within line of sight and within 5 squares of her; this allows for two-way communication.
Resourceful Leader
When Allies that see Veruza spend an action point to make an attack, they gain a +3 bonus to damage rolls on a hit, or gain 3 temporary hit points on a miss.
Alignment Unaligned leaning towards Good; Languages Common
Str 8 (-1)Dex 10 (+0)Wis 20 (+5)
Con 13 (+1)Int 10 (+0)Cha 18 (+4)
Skills Arcana +7, Diplomacy +11, Heal +12, Intimidate +15, Religion +7
Feats Ritual Caster, Weapon Proficiency Fullblade, Resourceful Leader, Novice Power (Provocative Order)
Equipment Symbol of the Holy Nimbus +1, Chainmail +1, Lucky Charm +1; Sunblade Fullblade +1; 2gp
Rituals Gentle Repose, Comrade's Succor, Comprehend Language.


Character Information

Background

Born with her twin sister Audrey in far off Adar, Veruza was raised on the move.

Early in Veruza's life, when she was only young enough to begin keeping memories, she was attacked. The form was hazy, and light was dim at the time, so she was left with no picture of her assailant. Audrey came upon her dead sister first, at first she only stood in place and screamed help in a panicked voice. Soon Audrey came to her senses, and picking up her sister Veruza, she ran to their parents.

Audrey was taken away from the body, and Veruza's parents rushed to the monastery. Audrey was shocked to see Veruza sleeping across the room the next morning. More so, when the young girl awoke. Their parents never mentioned that day again.

Veruza's parents dragged the twins across full continents escaping from some unknown entity. Eventually leaving the girls to mercenary work, Jorasco needed healers, and the girls could do just that. Abandoned and full of questions, the girls fell into survival, and began living day by day.

Recently while traveling with Dalvach Dagda the twins visited the Tower's Shard. While following a magical cat out of the bar, Veruza and Audrey were jumped, and Audrey was kidnapped. Veruza has been in search of her sister ever since.

Appearance

White robes lined with a trim of red triangles, flow from the top of the young Kalashatar's head down to the ground. A sword far to large for her small frame rests on her back. Fear lines the girls face, even though a smile also rests on her lips. A soft shaking is often seen, as she trembles while nervous, and is so often nervous.

Just as suddenly the meek young girl can become a fierce kettle of anger and rage. Striking out with her own fear and channeling the divinity of her own blood.

Age: 19 Gender: Female Height: 5'8" Weight: 120 lbs.

Personality

Veruza has an unhealthy fear of death. It taints everything she does, from the way she eats, to the religious beliefs she holds. She is fiercely protective of her twin sister Audrey, and her own life.

Veruza is pleasant, even friendly at first, often trying to compromise and create win win situations. If she feels cornered or scared she will lash out, using intimidation and her holy nature to scare threats away.


Alignment: Unaligned leaning toward Good

Hooks

Audrey has been kidnapped! (Thank you ScorpiusRisk!)
Active member in the Blood of Vol
Why did Veruza's parents flee Adar? (Dreaming dark, other nefarious badddies)
What or who killed Veruza?
Veruza is a Quori Nightmare

Kicker

Veruza's unhealthy fear of death forces her toward the nigh unachievable goal of immortality.

Equipment

Equipment Name Price Weight
Symbol of the Holy Nimbus +1 840gp -
Chainmail Armor +1 360gp 40lbs
Lucky Charm +1 840gp -
Sunblade Fullblade +1 840gp 10lbs
Ritual Book 50gp 3lbs

Coins: 2gp

Encumbrance: 53lbs Normal Load: 80lbs Heavy Load: 160lbs Maximum Drag Load: 400lbs

Math

Attributes

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 8 0 0 8 -1
Con 3 13 0 0 13 1
Dex 0 10 0 0 10 0
Int 0 10 0 0 10 0
Wis 12 17 2 1 20 5
Cha 7 15 2 1 18 4
Totals 22   9


Attacks

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

5

wis +4Sunblade Fullblade +1211AC
Basic Ranged

0

dex22AC


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+0 dex/int 0 +7 Chainmail +1 2 19
Fortitude-1/+1str/con0+1Lucky Charm +12 14
Reflex+0/+0dex/int0 +1Lucky Charm +12 13
Will+5/+4wis/cha+2 +1Lucky Charm +12 20


Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 2 0 2
Passive Insight 5 0 0 +2 0 0 0 2 0 19
Passive Perception 5 0 0 0 0 0 0 0 2 0 17

Senses: None

Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 13 5 0 0 0 40 20 10


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

Speed and Movement

Speed: 5 (Racial 6, -1 armor)

Racial Features

Kalashtar (EPG)

  • +2 Wis, +2 Cha
  • +2 Insight, +2 Any (Perception)
  • Languages: Common, Quory
  • Bastion of Mental Clarity racial power
  • Dual Soul: Make saves vs. dazed and dominated at the start of his turn instead of the end.
  • Telepathy 5: Two way telepathic communication within 5.
  • Size: Medium
  • Speed: 6

Class Features

Cleric (PH1)

  • Channel Divinity: Invoke a channel divinity class feature or other power; encounter.
  • Healer's Lore: Add Wis modifier to hp healed on cleric healing powers.
  • Healing Word: Use healing word as an encounter (special) power; minor action.
  • Ritual Casting: Ritual Casting for free.

Feats

  • bonus: Ritual Caster
  • 1st: Weapon Proficiency Fullblade
  • 2nd: Resourceful Leader
  • 4th: Novice Power (Provocative Order)

Background

Quori Nightmare (Dr385): +2 Intimidate

Skills and Languages

Languages: Common, Quori


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics+0dex-1Chainmail +121
Arcana 5 +0 int 2 7
Athletics-1str-1Chainmail +120
Bluff+4cha26
Diplomacy+5+4cha211
Dungeoneering+5wis27
Endurance+1con-1Chainmail +122
Heal5+5wis212
History+0int22
Insight+5wis+229
Intimidate+5+4cha+2+2Quori Nightmare Background215
Nature+5wis27
Perception+5wis27
Religion+5+0int27
Stealth+0dex-1Chainmail +121
Streetwise+4cha26
Thievery+0dex-1Chainmail +121


Powers

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Astral Seal +5 Wis +2 Astral Seal +1 Symbol of the Holy Nimbus +1 0 0 +2 10 Reflex
Sonnlinor's Hammer +5 Wis +4 Sunblade Fullblade +1 0 0 +2 11 AC
Command +5 Wis +1 Symbol of the Holy Nimbus +1 0 0 +2 8 Will
Astral Condemnation +5 Wis +1 Symbol of the Holy Nimbus +1 0 0 2 8 Reflex


Tracking

Money

+412 gp starting gold
- 50 gp Ritual Book Comprehend Language
-360 gp Chainmail armor +1
--------
  2 gp remaining

Treasure

  • Level 1: Parcel lvl+3
    • Symbol of Holy Nimbus +1
  • Level 2: Parcel lvl+2
    • Sunblade Fullblade +1
  • Level 3: Parcel lvl+1
    • Lucky Charm +1

XP

Starting at level 4:

  • 3750 XP

Total XP: 3750

Changes

List changed here


Judge Comments

Level 4

Approval 1

Approval from TwoHeadsBarking:

  • Attacks: If you add "|WisMod=5" and "|WisMAtk=yes" to your attack table code, it will use Wisdom for your MBA.

Approved.

Approval 2

My Comments

Thanks TwoHeadsBarking! I'll enter that info post haste.

Status