Nicodemus: Difference between revisions
Line 164: | Line 164: | ||
*50 gp (Potion of Healing) | *50 gp (Potion of Healing) | ||
*100 gp (bring Tisha's parents to Morgrave) | *100 gp (bring Tisha's parents to Morgrave) | ||
*50 gp (Bet on his team winning the Tournament - if so, he gets 90 gp) | *50 gp worth of Residuum (Bet on his team winning the Tournament - if so, he gets 90 gp) | ||
===Total=== | ===Total=== |
Revision as of 21:04, 23 April 2011
Nicodemus
- Species: Human
- Gender: Male
- Class: Cleric
- Level 4
- Alignment: Good
- Languages: Common, Primordial
- Parents: Alexander and Therese Archer
Songs
Theme Song
Battle
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
- Distant Advantage (Gain Combat Advantage against enemies flanked by allies, for ranged or area attacks)
- 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
Trained
- Knowledge: Religion +6
- Diplomacy +10
- Heal +11
- Insight +11
- Human: Perception +11
- Extra: Athletics +7
Untrained
- Acrobatics +3
- Arcana +1
- Bluff +5
- Dungeoneering +6
- Endurance +3
- History +1
- Intimidate +6
- Nature +6
- Stealth +3
- Streetwise +5
- Thievery +3
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
- Sacred Flame +8 vs Reflex, Range 7, 1d6+4+2+1 1 Ally can chose to either make a save or get 5 temporary hit points.
- Astral Seal +10 vs Reflex, Range 5
Encounter
- Heroic Effort Get a +4 to either a save or an attack roll, after he has rolled.
- Vengeful Flare +8 vs Reflex, Range 7, 2d8+4+2+1 (After Healing Word: Deal 3 Radiant Damage). Target takes -2 penalty to defenses (until end of next turn).
- Hymn of Resurgence +8 vs Fortitude (+9 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 +8 vs Will (+9 if hitting both enemies and allies), Close Blast 5, Knockback (3) and prone against enemies. 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 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 2: +1 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 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.
Class Boon
Midterms
Healing-Craft (Can use First Aid function of the Heal skill as a Minor Action)
Defense
Hit Points
39
Healing Surges
8/day
Healing Surge Value
9 hp
AC
12 + 7 (Armor) = 19
Fortitude
12 + 1 (Constitution) + 1 (Human) + 1 (Sustaining Cloak) = 15
Reflex
12 + 1 (Dexterity) + 1 (Human) + 1 (Sustaining Cloak) = 15
Will
12 + 4 (Wisdom) + 2 (Cleric) + 1 (Human) + 1 (Sustaining Cloak) = 20
Money
Start
360 gp
Gained
- 165 gp
- 138 gp worth of Residuum
Spent
- 360 gp (Amulet of Protection)
- 15 gp (Spent time in Upper Menthis Inn)
- 50 gp (Potion of Healing)
- 100 gp (bring Tisha's parents to Morgrave)
- 50 gp worth of Residuum (Bet on his team winning the Tournament - if so, he gets 90 gp)
Total
88 gp worth of Residuum 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)