Jorann, Defender of the Meek

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Jorann, Defender of the Meek
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Jorann, Defender of the Meek is an elemental priest.

Character sheet in PDF format

Cleric 5: Leader.
Str 16, Dex 8, Con 15, Int 10, Wis 20, Cha 10.
Initiative +1
AC 21; Fort 16, Ref 13, Will 20.
Spd 5 (dwarf)
HP: 47; Bloodied: 23 Surge Value: 11 Surge/day: 9

Dwarf Features:

Dwarven Weapon Proficiency - Proficient with hammers.
Cast-Iron Stomach - +5 bonus to saving throws against poison.
Encumbered Speed - Armor or heavy load doesn't reduce your speed. (Other effects still can.)
Dwarven Resilience - You have the dwarven resilience power
Stand Your Ground - Can move 1 less when forced to move, and can make a saving throw to avoid falling prone.

Class Features: Channel Divinity - Invoke a channel divinity class feature or other power; encounter.
Healer's Lore - Add Wis modifier to hp healed on cleric healing powers.
Healing Word - Use healing word as an encounter (special) power; minor action.
Ritual Casting - Gain Ritual Caster as a bonus feat.

Contents

[edit] Standard Actions

[edit] At-Will

  • Warhammer (weapon): +8 vs AC. Hit: 1d10+4 dmg.
  • Lance of Faith (divine, radiant): +8 vs Ref. Hit: 1d8+5 radiant dmg, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
  • Righteous Brand (divine, implement, weapon): +8 vs AC. Hit: 1d10+4 dmg, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn.

[edit] Encounter

  • Healing Strike (divine, healing, radiant, weapon): +8 vs AC. Hit: 2d10+4 radiant dmg, and the target is marked until the end

of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

  • Daunting Light (divine, implement, radiant): Range 10, Wis(+8) vs Ref. Hit: 2d10 + Wisdom modifier (+5) radiant damage. Effect: One ally you can see gains combat

advantage against the target until the end of your next turn.

  • Turn Undead (divine, implement, radiant): Close burst 2, +8 vs Will (undead creatures in burst). Channel Divinity: You can use only one channel divinity power per encounter. Hit: 1d10 + Wisdom modifier (+5) radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier (+0). The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.

[edit] Daily

  • Cure Light Wounds (divine, healing): Range: Touch. Target: You or one creature. Effect: The target regains hit points as if it had

spent a healing surge.

  • Cascade of Light (divine, implement, radiant). Range 10 Wis(+8) vs Will. Hit: 3d8 + Wisdom modifier (+5) radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). Miss: Half damage, and the target gains no vulnerability.
  • Beacon of Hope (divine, healing, implement). Atk: Close burst 3 (enemies in burst), Wis (+8) vs Will. The target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.

[edit] Move Actions

[edit] Minor Actions

  • Healing Word (divine, healing): Target: You or one ally in the burst (close burst 5). Effect: The target can spend a healing surge and regain 1d6 additional hit points. Special: You can use this power twice per encounter, but only once per round.

[edit] Free Actions

[edit] Encounter

Divine Fortune: Channel Divinity: You can use only one channel divinity power per encounter. Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

[edit] Triggered Actions

[edit] Skills

Arcana +7
Heal +12
Insight +12
Religion +7

[edit] Feats

  • Ritual Caster - Master and perform rituals
  • Battle Healer - Regain hit points when you use healing word (3, equal to Strength mod)
  • Armor Proficiency: Scale - Training with scale armor
  • Armor Proficiency: Plate - Training with plate armor

[edit] Items

Lifegiving Plate Armor +1 (E): Resist 5 necrotic. Power (Daily • Healing): Minor Action. Usable only while you are bloodied. Regain hit points equal to 20 minus the number of healing surges you have remaining.
Symbol of Scorned Fate +1 (E): +1d8 radiant crit. Power (Encounter): Free Action. Trigger: You fail your first saving throw against an effect. Effect: The effect against which you failed your saving throw does not affect you until the end of your next turn. If the effect changes or has an additional effect after you fail your first saving throw, the triggering saving throw does not count as the first failed saving throw.



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