Raderig Longhouse rocks your city (because cities are made out of civilization) Name: Raderig Longhouse Player: Christopher Armstrong (radix) Alignment: Unaligned Race: Dwarf Class: Cleric 1 Speed: 5* Languages: Common, Dwarven Vision: Low-light Deity: Erathis (* encumbrance doesn't slow me) (I used points-distribution for this) Str: 14 -> +2 Dex: 10 -> +0 Con: 13 -> +1 (race +2 to score) Int: 10 -> +0 Wis: 18 -> +4 (race +2 to score) Cha: 14 -> +2 HP: 25/25 (bloodied at 12; surge value: 6) (5 per level) Surges per day: 8 (7 + con) (Second Wind as Minor Action: Dwarf) AC: 16 (10, +6 chain) Fort: 12 (+2 str) Ref: 10 Will: 16 (+4 wis, +2 class) Initiative: 0 +5 on saving throws vs poison (race) Proficiencies: throwing hammer & warhammer (race); simple melee & simple ranged (class); cloth, leather, hide, chainmall (class) Skills: Acrobatics: 0 (dex) Arcana: 0 (+0 int) Athletics: 2 (+2 str) Bluff: 2 (+2 cha) Diplomacy: 7 (+2 cha, +5 trained) Dungeoneering: 6 (+4 wis, +2 race) Endurance: 3 (+1 con, +2 race) Heal: 9 (+4 wis, +5 trained) History: 5 (+0 int, +5 trained) Insight: 4 (+4 wis) Intimidate: 2 (+2 cha) Nature: 4 (+4 wis) Perception: 4 (+4 wis) Religion: 5 (+0 int, +5 trained) Stealth: 0 (dex) Streetwise: 2 (+2 cha) Thievery: 0 (dex) Attacks: Warhammer: +4 (+2 str, +2 prof) vs AC, 1d10 damage == At Will == ** Lance of Faith ** At Will * Divine, Implement, Radiant Standard Action Ranged 5 Target: one creature Attack: wis vs ref Hit: 1d8 + wis radiant damage. One visible ally gets +2 power bonus to attack roll vs target. ** Sacred Flame ** At-Will * Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: wis vs ref Hit: 1d6 + wis radiant damage. One visible ally gains temp hit points cha + 1/2 my level. Or make a saving throw instead. == Encounter == ** Healing Strike ** Encounter * Divine, Healing, Radiant, Weapon Standard Action Melee: weapon Target: One creature Hit: 2 * Weapon + str radiant damage. Target is marked* until end of my next turn. I or an ally within 5 can spend healing surge. (+ wis) (* -2 to any attack unless against me. I can attack as Immediate Interrupt when it shifts or makes an attack not against me.) ** Channel Divinity: Harmony of Erathis (Feat) ** Encounter * Divine Minor Action Ranged: 10 Target: One ally Effect: If there are 3 allies within range, target gets +2 power bonus to next attack roll before start of my next turn. ** Channel Divinity: Divine Fortune (Cleric) ** Encounter * Divine Free Action Personal Effect: +1 to next attack or saving throw before end of my next turn. ** Channel Divinity: Turn Undead (Cleric) ** Encounter * Divine, Implement, Radiant Standard Action Close: burst 2 Target: undead within burst Hit: 1d10 + wis radiant damage. Push target 3 + cha squares. Target immobilized until end of my next turn. Miss: Half damage. No pushing or immobilization. ** Healing Word (Cleric) ** Encounter (Special) * Divine, Healing Special: I can use this twice per encounter, once per turn. Minor Action Close: burst 5 Target: Me or an ally Effect: target can spend healing surge, +1d6 HP (+ wis). == Daily == ** Beacon of Hope ** Daily * Divine, Healing, Implement Standard Action Close: burst 3 Target: Each enemy in burst Attack: wis vs will Hit: Target is weakened until end of my next turn. Effect: Allies within burst get +5 HP (+ wis); all future heals cause +5 (+ wis) extra HP. == Rituals == ** Gentle Repose ** ** Make Whole ** Equipment: Adventurer's kit (15gp, 33lb) Scale armor (40gp, 45lb) Warhammer (15gp, 5lb) Mystic salves (Heal Ritual components) (10gp) Basic holy symbol implement (class) Ritual book (class) starting gold: 100gp remaining: 20gp