Halsey
From Shadowfell Geographic Society
Now maintaining the DivInc Party Treasury.
Dwarf Cleric 10
Str | Con | Dex | Int | Wis | Cha | AP | Fort | Ref | Will | AC | Resist | HPMax | Bloodied | Surge | Surges | Move |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13 | 13 | 8 | 10 | 21 | 16 | / | 17 | 17 | 23 | 25 | 76 | 38 | 17 | O O O O O O O O | 5 | |
+1 | +1 | -1 | 0 | +5 | +3 | amulet (+1 hippo) (+5 cloak) | amulet shield (+1 hippo) (+5 cloak) (+1 giants) | amulet class (+1 hippo) (+5 cloak) | +2 scale shield (+1 hippo) (+5 cloak) (+1 giants) | |||||||
Acro | Arcana | Athl | Bluff | Dipl | Dung | Endr | Heal | Hist | Inst | Intm | Natr | Perc | Rel | Stea | Swise | Thvry |
+4 | +5 | +6 | +8 | +13 | +15 | +8 | +15 | +5 | +10 | +8 | +15 | +10 | +10 | +4 | +8 | +4 |
Initiative +4
Contents |
Equipment
- +2 Dwarven Scale hauberk (Heavy armor; +9 AC, -1 penalty; +2 Endurance; Daily/Healing/Free regain HP as if you spend a surge) (VII)
- Adventurer's kit (15 GP)
- Craghammer (Hammer, +2, 1d10 Brutal 2) (30 GP)
- 4 Throwing hammers (Heavy Thrown, off hand, +2, d6, 5/10) (5 GP * 4)
- Magic Holy Symbol +2 (VI)
- Cloak of Distortion +1
- Hippogriff, Missipiggi.
- 3x healing potions (50 GP * 4)
- 15 GP residuum
- Light Shield (5 GP)
- 330 GP
Feats
- Armor: Scale Training
- Implement Expertise (+1 to hit with Holy Symbol)
- Mounted Weapon Proficiency
- Light Shield Proficiency
- Dodge Giants (+1 AC and Reflex vs Large or Larger foes)
- Multiclass Shaman (Training in Nature, Spirit Companion, etc.)
Rituals
- Gentle Repose
- Comprehend Languages
Powers, other stuff
Powers for healing
Freq | Name | Keywords | Action | Range | To-hit | mods | Dmg | mods | Effect | |
---|---|---|---|---|---|---|---|---|---|---|
At-will | Sacred Flame | Divine, Implement, Radiant | Standard | 5 | +13/Ref | (+2 Symbol) | 1d6+7 radiant | (+2 Symbol) | Hit: one visible ally gets 6 tHP or a save. | |
Enc/2 | Healing Word | Divine, Healing | Minor | Close burst 5/you-or-ally | Target spends a healing surge +5+2d6 | |||||
Enc | Bastion of Health | Divine, Healing | Minor | 10 | Target can spend a healing surge. Add 8 to HP gained. | |||||
Daily | Beacon of Hope | Divine, Healing, Implement | Standard | Close burst 3 | +13/Will | (+2 Symbol) | Hit: Weakened/turn Effect: Party regains 10 HP; cleric healing powers restore +5 HP for the encounter. | |||
Daily | Consecrated Ground | Divine, Healing, Radiant, Zone | Standard | Close burst 1 | Move action to move 3 squares. Enemies starting take 1d6+3 radiant. Bloodied allies starting heal 9. Sustain minor. | |||||
Daily (Item) | Dwarven Scale | Healing | Free | Personal | Regain HP as if you had spent a surge (17). |
Powers for buffing
Freq | Name | Keywords | Action | Range | To-hit | mods | Dmg | mods | Effect | |
---|---|---|---|---|---|---|---|---|---|---|
At-will | Lance of Faith | Divine, Implement, Radiant | Standard | 5 | +13/Ref | (+2 Symbol) | 1d8+7 radiant | (+2 Symbol) | Hit: one visible ally gets +2 power to next attack at that target. | |
Enc | Channel Divinity: Divine Fortune | Divine | Free | Personal | +1 bonus to next attack or saving throw before end of next turn | |||||
Enc | Divine Glow | Divine, Implement, Radiant | Standard | Close blast 3/enemy | +13/Ref | (+2 Symbol) | 1d8+7 | (+2 Symbol) | Effect:Allies in blast gain +2 power bonus to attacks/turn | |
Daily | Shield of Faith | Divine | Standard | Close burst 5/you-and-allies | All targets gain a +2 power bonus to AC/encounter. | |||||
Daily | Astral Defenders | Divine, Conjuration, Implement, Radiant | Standard | 10 | +13/Ref | (+2 Symbol) | 1d10+7 | Conjure 2 soldiers, each occupying 1 square but immaterial. They attack when provoked. Move action to move them a total of 3. |
Powers for hurting
Freq | Name | Keywords | Action | Range | To-hit | mods | Dmg | mods | Effect | |
---|---|---|---|---|---|---|---|---|---|---|
Basic | Craghammer | Basic, Melee, Weapon | Standard | M | +7/Ac | d8+3 | Versatile, Brutal 2 | |||
Basic | Throwing Hammer | Basic, Melee, Weapon | Standard | 5/10 | +7/Ac | d6 | ||||
At-will | Lance of Faith | Divine, Implement, Radiant | Standard | 5 | +13/Ref | (+2 Symbol) | 1d8+7 radiant | (+2 Symbol) | Hit: one visible ally gets +2 power to next attack at that target. | |
At-will | Sacred Flame | Divine, Implement, Radiant | Standard | 5 | +13/Ref | (+2 Symbol) | 1d6+7 radiant | (+2 Symbol) | Hit: one visible ally gets 6 tHP or a save. | |
Enc | Divine Glow | Divine, Implement, Radiant | Standard | Close blast 3/enemy | +13/Ref | (+2 Symbol) | 1d8+7 | (+2 Symbol) | Effect:Allies in blast gain +2 power bonus to attacks/turn | |
Enc | Command | Divine, Implement, Charm | Standard | Ranged 10 | +13/Will | (+2 Symbol) | Hit: Daze/turn. Either Prone or Slide 6. | |||
Enc | Break the Spirit | Divine, Implement, Charm, Radiant | Standard | Ranged 10 | +13/Will | (+2 Symbol) | 2d8+7 | (+2 Symbol) | Hit: Penalty of -3 (Cha) to its attack rolls until the end of my next turn | |
Enc | Channel Divinity: Turn Undead | Divine, Implement, Radiant | Standard | Close burst 2, all undead | +13/Will | (+2 Symbol) | (+2 Symbol) | Hit: 2d10+7 radiant & push targets 6 squares. Immobilize/turn. Miss: Half damage, no push or immobilize. | ||
Daily | Consecrated Ground | Divine, Healing, Radiant, Zone | Standard | Close burst 1 | Move action to move 3 squares. Enemies starting take 1d6+3 radiant. Bloodied allies starting heal 9. Sustain minor. |
Shaman Powers
Freq | Name | Keywords | Action | Range | To-hit | mods | Dmg | mods | Effect | |
---|---|---|---|---|---|---|---|---|---|---|
At-Will | Call Spirit Companion | Conjuration, Primal | Standard | Close burst 20 | Conjure spirit. Lasts until you KO, dismiss/minor, or takes 15 (10+lvl/2) damage. If hurt, you take 10 (5+lvl/2). Targeted by Melee, Ranged only. Occupies 1 square. Allies only may move through. Move your speed on a Move. | |||||
Encounter | Spirit's Shield | Healing, Primal, Implement, Spirit | Opportunity | Melee spirit 1 | +13/Reflex | +5 | One ally in 5 from spirit heals 5 (Wis) HP. |
Misc race-and-class stuff
- Speed 5, even when encumbered
- Second wind as minor
- Low-light vision
- Stand your ground: MAY push, pull, or slide 1 less than required.
- Stand your ground: Save vs. being knocked prone.
- Healer's Lore (add Wis to healing, already factored in)
- Ritual Caster
Hippogriff
Initiative +7; Perception +8; HP 64, Bloodied 32; AC 18, Fort 17, Ref 15, Will 13; Speed 4, fly 10, overland flight 15, see flyby attack;
Bite (Standard, At-will): +8/AC, 2d6+5
Diving Overrun (Standard, while flying, at-will): Charge Med or smaller, +9/AC, 2d8+5, prone. Land in empty space adjacent.
Flyby attack (Standard, at will): fly up to 10, attack at any point, don't provoke after attack
Ariel Agility: grant +1 defenses
Unaligned
Str 19 (+6), Dex 17 (+5), Wis 12 (+3), Con 16 (+5), Int 2 (-2), Cha 6 (+0)