Nicodemus

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The Cleric, Nicodemus
Cleric of the Silver Flame, Nicodemus

Nicodemus

  • Species: Human
  • Gender: Male
  • Class: Cleric
  • Theme: Fey Beast Tamer
  • Level 6
  • Alignment: Good
  • Languages: Common, Primordial
  • Parents: Alexander and Therese Archer

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 10, Dex 12, Con 12, Int 8, Wis 19, Cha 17

Feats

  • Level 1: Last Legion Officer (When Nicodemus uses a power that would enable an ally to spend a HS, that ally can also choose to shift 1 square as a Free Action, or gain a +2 untyped bonus to AC and Reflex until the start of his or her next turn.)
  • Level 2: Superior Will (+2 to Will Defense; If Dazed or Stunned, he can make saving throw at start of turn, even if said effect doesn't normally end on a save)
  • Level 4: Healer's Implement (when granting healing with Cleric healing powers, add holy symbol's enhancement bonus (+2) to the hit points regained)
  • Level 6: Hunter MC (Gain a Wilderness Knack (Beast Empathy); Gain Training in Perception)
  • 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))

Initiative

+4

Skills

Trained

  • Knowledge: Religion +12
  • Diplomacy +11
  • Heal +12
  • Insight +12
  • Extra: Athletics +8
  • Human: Nature +12
  • Hunter MC: Perception +14

Untrained

  • Acrobatics +4
  • Arcana +2
  • Bluff +6
  • Dungeoneering +7
  • Endurance +4
  • History +2
  • Intimidate +7
  • Stealth +4
  • Streetwise +6
  • Thievery +4

Class Features

Channel Divinity

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

Favor of the Gods

Encounter Divine Minor Action, Close Burst 3 Target: One Creature in the Burst

Next time target misses with an attack roll before end of your next turn, it can reroll attack power. It must use the new results, even if lower.

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 2d6 hp.

Battle Cleric's Lore

  • Gain +2 Shield bonus to AC.
  • Gain proficiency with Scale Armor.
  • When Nicodemus uses a Cleric Healing power that lets someone spend a surge, the target also gains a +2 bonus to attack rolls.

Ritual Caster

  • Gentle Repose (Component: 10 GP, PHB1)
  • Create Holy Water (Component: 20 (Level 1)/75 (Level 6) GP, DP)
  • Water Walk (Component: 20 GP, PHB1)
  • Hand of Fate (Component: 70 GP, PHB1)
  • Discern Lies (Component: 140 GP, PHB1)
  • Tree Strider (Component: 50 GP, PHB2)
  • Tongues (Component: 25 GP + 1 HS, Dr 405)
  • Traveler's Camouflage (Component: 10 GP, PP)
  • Fastidiousness (Component: 10 GP, Dr 366)

Wilderness Knack

Beast Empathy :Nicodemus gains a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. Nicodemus can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey him. With a successful Insight check (DC determined by the DM), Nicodemus can read a creature’s body language and vocalizations enough to understand basic messages from it.

Theme - Fey Beast Tamer

Blink Dog Companion

Gino

  • HP 24
  • AC: 21
  • Fort: 19, Ref: 19, Will: 19
  • Speed 7
  • Initiative: Equal to Nicodemus
  • Perception: +16 (Low-Light Vision)

Traits

Blinking Pack (Teleportation) Aura 1

  • Gino or any ally in the Aura can use a Move Action to teleport to another square in the Aura.

Standard Actions

Blinking Bite (Teleportation) At Will

  • Attack: Melee 1 (One Creature); Level +5 (+11) vs AC
  • Hit: 1d8+1/2 Level (3), and Gino Teleports up to 2 squares.
  • Special: Counts as a Melee Basic Attack

Ability Scores

Str 14 (+5), Con 17 (+6), Dex 20 (+8), Int 2 (-1), Wis 14 (+5), Cha 6 (+1)

Theme Feaures

Level 5

Nicodemus gets Combat Advantage against enemies inside Gino's Aura.

Class Boons

Grace Shadar

  • Can use Wisdom in place of Intelligence for Religion Checks
  • Can use enhancement bonus of Holy Symbol for Weapon Attacks.

Powers

At-Will

  • Class: Sacred Flame +10 vs Reflex, Range 7, Hit: 1d6+4+2+2+1. 1 Ally can chose to either make a save or get 6 temporary hit points. (Standard Action)
  • Class: Icon of Fear +12 vs Will, Melee 1, Hit: 1d8+4+2 and you can push the target 1 square. Effect: One ally adjacent to Nicodemus can shift up to 2 squares as a free action and must end adjacent to the target. (Standard Action)

Encounter

  • Racial: Heroic Effort. Effect: Get a +4 to either a save or an attack roll, after he has rolled.
  • Class: Vengeful Flare +10 vs Reflex, Range 7, Hit: 2d8+4+2+2+1 (After Healing Word: Deal 3 Radiant Damage). Effect: Target takes -2 penalty to defenses (until end of next turn). (Standard Action)
  • Class: Hymn of Resurgence +10 vs Fortitude, Close Blast 5, Hit: Targets take -2 penalty to defenses and are knocked prone (until end of next turn) if hit by allies. Effect: Allies gain either 5 temp hp or can make a saving throw. (Standard Action)

Daily

  • Class: Moment of Glory +10 vs Will, Close Blast 5, Knockback (3) and prone against enemies. Effect: Allies gain Resist 5 against all damage if within the blast. (Standard Action; Sustain Minor)
  • Class: Inspire Fervor +12 vs AC, Melee 1, 2d8+4+2+2+1. Miss: Half Damage. Effect: Each ally within 2 squares of Nicodemus can shift up to 2 squares as a free action. Any ally who ends this shift adjacent to the target can make a Melee Basic Attack against it as a free action. (Standard Action)
  • Mark: Descent to the Underworld +10 vs Will, Range 5, 2d8+4+2; Target is removed from play - Banished to Dolurrh - (Save Ends). When the effect ends, target reappears in the space it last occupied or in the nearest unoccupied space of its choice. (Standard Action)

Utility

  • Class: Shield of Faith -, Close Burst 5, Allies gains +2 Power bonus to AC until end of encounter (Minor Action)
  • Class: Spirit of Healing -, Range 10; Conjure in 1 square within range, when an ally hits an enemy while within the square or adjacent to it said ally regains Wis (4) HP. (Minor action; Sustain Minor)
    • Move Action: Nicodemus can move the Spirit of Healing 4 Squares

Magical Items

Equipment

  • Level 7: +2 Astral Symbol (Symbol of Life) (+2 to damage and attack rolls; +2 range for area and ranged attacks; +2 damage for Radiant attacks; Daily: +1d6 to healing from Encounter/Daily Power)
  • Level 4: +1 Rebuking Chainmail Armor (When Nicodemus hit with a Divine Attack, gain +1 to all defenses against that enemy's attacks until the end of his next turn)
  • Level 3: Siberys Shard of Radiance (+1 damage to Radiant attacks)
  • Level 2: +1 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)


Potions

  • Potion of Healing (1)

Spend 1 healing surge, regain 10 hp.

Other

  • Spear

Defense

Hit Points

49

Healing Surges

8/day

Healing Surge Value

12 hp

AC

13 + 7 (Armor) + 2 (Shield) = 22

Fortitude

13 + 1 (Constitution) + 1 (Human) + 1 (Sustaining Cloak) = 16

Reflex

13 + 1 (Dexterity) + 1 (Human) + 1 (Sustaining Cloak) = 16

Will

13 + 4 (Wisdom) + 2 (Cleric) + 1 (Human) + 1 (Sustaining Cloak) + 2 (Superior Will) = 23

Money

Start

360 gp

Gained

  • 788 gp

Spent

  • 905 gp

Remaining

  • 18 gp worth of Residuum left
  • 180 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)