Nicodemus: Difference between revisions
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*Lance of Faith +6 vs Reflex, Range 7, 1d8+4+2+1 (One Ally: +2 to Attack Roll) | *Lance of Faith +6 vs Reflex, Range 7, 1d8+4+2+1 (One Ally: +2 to Attack Roll) | ||
*Sacred Flame +6 vs Reflex, Range 7, 1d6+4+2+1 (One Ally: 3 temporary hp) | *Sacred Flame +6 vs Reflex, Range 7, 1d6+4+2+1 (One Ally: 3 temporary hp) | ||
*Astral Seal +8 vs Reflex, Range 5 (One Enemy: -2 to Defenses until end of Nicodemus' turn; One Ally: 4 temporary hp for next ally to hit enemy) | *Astral Seal +8 vs Reflex, Range 5 (One Enemy: -2 to Defenses until end of Nicodemus' next turn; One Ally: 4 temporary hp for next ally to hit enemy) | ||
===Encounter=== | ===Encounter=== |
Revision as of 00:21, 28 May 2010
Nicodemus
- Species: Human
- Gender: Male
- Class: Cleric 2
- Alignment: Good
- Languages: Common, Primordial
Song
Fake Wings [1]
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 university, 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 18, Cha 14
Feats
- Astral Fire (+1 damage when using Radiant or Fire damage)
- 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: Verstaile Expertise (+1 to attack rolls with Maces (weapons) and Symbols (Implements))
Skills
- Knowledge: Religion +5
- Diplomacy +8
- Heal +10
- Insight +10
- Human: Perception +10
- Extra: Athletics +6
Powers
At-Will
- Lance of Faith +6 vs Reflex, Range 7, 1d8+4+2+1 (One Ally: +2 to Attack Roll)
- Sacred Flame +6 vs Reflex, Range 7, 1d6+4+2+1 (One Ally: 3 temporary hp)
- Astral Seal +8 vs Reflex, Range 5 (One Enemy: -2 to Defenses until end of Nicodemus' next turn; One Ally: 4 temporary hp for next ally to hit enemy)
Encounter
Vengeful Flare +6 vs Reflex, Range 7, 2d8+4+1 (After Healing Word: Deal 2+2 Radiant Damage)
Daily
Moment of Glory +6 vs Will, Close Blast 5, Knockback (3) and prone (Allies: Resist 5 to all damage until end of next turn; Sustain Minor to persist effect)
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
Defense
Hit Points
29
Healing Surges
8/day
Healing Surge Value
7 hp
AC
11 + 4 (Armor) + 2 (Dexterity) = 17
Fortitude
11 + 1 (Constitution) + 1 (Human) = 13
Reflex
11 + 2 (Dexterity) + 1 (Human) = 14
Will
11 + 4 (Wisdom) + 2 (Cleric) + 1 (Human) = 18
Money
Start of Month
360 gp
Gained From Work
65 gp
Total
425 gp
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)