Difference between revisions of "Nicodemus"

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[[File:Mfs188.jpg|200px|thumb|Right|The Cleric, Nicodemus]]
 
[[File:Mfs188.jpg|200px|thumb|Right|The Cleric, Nicodemus]]
[[File:Nicodemus Archer.png|thumb|Right| Picture of Nicodemus]]
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[[File:Nicodemus Archer.png|thumb|Right| Cleric of the Silver Flame, Nicodemus]]
  
 
=Nicodemus=
 
=Nicodemus=

Revision as of 08:17, 8 September 2010

The Cleric, Nicodemus
Cleric of the Silver Flame, Nicodemus

Nicodemus

  • Species: Human
  • Gender: Male
  • Class: Cleric
  • Level 4
  • Alignment: Good
  • Languages: Common, Primordial

Songs

Theme Song

  • Fake Wings [1]
  • I See The Light (When dealing with people who he doesn't like) [2]

Battle

  • A Voice in the Dark [3]
  • Lionheart [4]

Appearance

Brown hair with hazel eyes, and of above-average height, Nicodemus likes to smile.

Backstory

A young man, by the name of Nicodemus Archer, he was born to a family of 2, a father belonging to the Silver Flame and a mother who was working for the town. He had a nice and very pleasant childhood, where he played with other children in the lake nearby.

Thanks to his father's upbringing, who was a somewhat strict but very kind man, Nicodemus (named so in honor of his grandfather) was inspired to join the Silver Flame as well. By the time he had done so, he was old enough to go to high school, and was sent to Morgrave as part of a Scholarship from an agreement with Morgrave High and the Silver Flame.

Ability Scores

Str 11, Dex 14, Con 12, Int 8, Wis 19, Cha 15

Feats

  • Astral Fire (+1 damage when using Radiant or Fire damage)
  • Coordinated Explosion (+1 to Attack for Blast Powers when both allies and enemies are in its area)
  • Healer's Implement (when granting healing with Cleric healing powers, add holy symbol's enhancement bonus to the hit points regained)
  • Human Feat: Superior Implement Training (can use Superior Implements)
  • Class Feat: Ritual Caster (Can perform Rituals)
  • Extra: Versatile Expertise (+1 to attack rolls with Maces (weapons) and Symbols (Implements))

Skills

  • Knowledge: Religion +6
  • Diplomacy +9
  • Heal +11
  • Insight +11
  • Human: Perception +11
  • Extra: Athletics +7

Class Features

Channel Divinity

1/Encounter, can invoke divine power, filling himself with the power of the Silver Flame.

Divine Fortune

Encounter Divine Free Action, Personal

Gain +1 to his attack roll or save before the end of his next turn

Healer's Mercy

Encounter Divine, Healing Standard Action, Burst 5 Target: Each Bloodied Ally in Burst

Each target can spend a Healing Surge. Nicodemus is weakened until end of his next turn.

Healing Word

Encounter Divine, Healing Special: Can use this power 2/Encounter, but only once per round. Minor Action, Close Burst 5 Target: Nicodemus or one ally

Target can spend one healing surge and regain an additional 1d6 hp.

Healer's Lore

Whenever Nicodemus heals someone, with a power that has the Healing Keyword, add his Wisdom modifier (+4) to the amount of hp the target regains.

Ritual Caster

  • Gentle Repose
  • Create Holy Water

Powers

At-Will

  • Lance of Faith +7 vs Reflex, Range 7, 1d8+4+2+1
  • Sacred Flame +7 vs Reflex, Range 7, 1d6+4+2+1
  • Astral Seal +9 vs Reflex, Range 5

Encounter

  • Vengeful Flare +7 vs Reflex, Range 7, 2d8+4+1 (After Healing Word: Deal 2+2 Radiant Damage). Target takes -2 penalty to defenses (until end of next turn).
  • Hymn of Resurgence +7 vs Fortitude (+8 if hitting both enemies and allies), Close Blast 5, Targets take -2 penalty to defenses and are knocked prone (until end of next turn) if hit by allies. Allies gain either 5 temp hp or can make a saving throw.

Daily

Moment of Glory +7 vs Will (+8 if hitting both enemies and allies), Close Blast 5, Knockback (3) and prone. Allies gain Resist 5 against all damage if within the blast.

Utility

Shield of Faith -, Close Burst 5, Allies gains +2 Power bonus to AC until end of encounter

Magical Items

  • Level 3: Frost Morningstar (1d10, +2 to attack)
  • Level 2: Astral Symbol (Symbol of Life) (+1 to Damage and Attack rolls; +2 Range for Radiant area and ranged attacks, +2 damage for Radiant attacks; Daily: +1d6 to healing from encounter/daily power)
  • Level 1: Magical Hide Armor


  • Sustaining Cloak (+1 to Fort/Ref/Will saves) (Encounter: 1/Encounter (No Action needed), can sustain a power without using the required action.) (Trigger: A power Nicodemus could sustain would end)

Defense

Hit Points

39

Healing Surges

8/day

Healing Surge Value

9 hp

AC

12 + 4 (Armor) + 2 (Dexterity) = 18

Fortitude

12 + 1 (Constitution) + 1 (Human) + 1 (Sustaining Cloak) = 15

Reflex

12 + 2 (Dexterity) + 1 (Human) + 1 (Sustaining Cloak) = 16

Will

12 + 4 (Wisdom) + 2 (Cleric) + 1 (Human) + 1 (Sustaining Cloak) = 20

Money

Start

360 gp

Gained From Work

165 gp

Spent

  • 360 gp (Amulet of Protection)
  • 15 gp (Spent time in Upper Menthis Inn)

Total

150 gp left

Classes He's Taking

Grace Shadar

  • Applied Theurgy (Any time he deals Radiant damage to a target that has Vulnerability to Radiant, deal 2 extra damage and may push the target one square (or +1 square if the power used allows you to push the target))
  • Community Leadership Training (He gains +2 to rolls made to attempt to grant aid using the Aid Another action. 1/day as a Free Action, he can also provide a +4 bonus instead of +2 when using the Aid Another action)
  • Healing-Craft (He may use the First Aid function of the Heal skill as a minor action instead of a standard action)

Hakar Sharaat

  • Strength Training (+2 to Strength checks to break objects, bull rush and grab; and +2 Athletics check to escape grabs and immobilizing effects)

Accios Farris

  • Advanced Trapspotting (1/day as a Free Action, can reroll 1 perception check and take the best results)