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 Sofia - Elven cleric

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PostSubject: Sofia - Elven cleric   Thu Feb 26, 2009 6:32 pm

Sofia – Elven Cleric 3 (using Longtooth Shifter stats):

Str 18, Con 12, Dex 8, Int 14, Wis 16, Cha 12; Speed 5; Initiative +1; HP 39 (Bloodied 19); Healing surges 8 (9 hp); AC 19, Fort 16, Ref 14, Will 17; Double Sword +9 (1d8 + 5); resist poison 5

Feats: Ritual Caster, Toughness, Weapon Proficiency (Double Sword)
Skills: Diplomacy +7, Heal +9, Insight +9, Religion +8
Languages: Common, Elven Perception: Low-light vision
Equipment: Amulet of Health +1, Dwarven Chainmail +1, Terror Double Sword +1, Holy Symbol of Life +1, ritual book (Animal Messenger, Gentle Repose), adventurer’s kit

Cleric Abilities:
• Channel Divinity: Once per encounter, use the Channel Divinity power
• Healer’s Lore: When granting healing with a power with the healing keyword, add +3 to the hit pts regained

At-Will Powers
• Righteous Brand: Melee. +9 vs. AC. 1d8 + 5 damage and one ally within 5 gains a +4 power bonus to melee attacks vs. the target until the end of your next turn
• Sacred Flame: Ranged 5. +5 vs. Ref. 1d6 + 4 radiant damage and one ally you can see either gains 1 temporary hp or can make a saving throw

Encounter powers
• Blazing Beacon: Melee. +9 vs. AC. 1d8 + 5 radiant damage and all ranged attacks against the enemy get +4 power bonus to hit until end of your next turn
• Channel Divinity (Divine Fortune): Free action. Gain +1 to your next attack or saving throw before end of your turn
• Channel Divinity (Turn Undead): All undead in close burst 2. +5 vs. Will. 1d10 + 4 radiant damage and push the target 4 squares and target is immobilized until the end of your next turn. Miss: Half damage and targets are not pushed or immobilized.
• Healing Strike: Melee. +9 vs. AC. 2d8 + 5 radiant damage and the target is marked till the end of your next turn, and you or an ally within 5 can spend a healing surge and recover an additional 3 hp
• Healing Word: 2/encounter but only 1/rd. Minor action. Close burst 5. You or one ally can spend a healing surge and recover an additional 1d6 + 3 hp
• Longtooth Shifting: Minor. Only if bloodied. Gain +2 dmg until end of encounter & Regeneration 2 while bloodied.

Daily powers
• Beacon of Hope: Target each enemy in close burst 3. +5 vs. Will. Enemy is weakened until the end of its next turn. Effect: You and all allies in the burst regain 8 hp and your healing powers restore +5 hp till the end of the encounter.
• Dwarven Armor: Free action. Regain hit points as if you had spent a healing surge.
• Shield of Faith: You and each ally in close burst 5. Effect: Targets gain a +2 power bonus to AC until the end of the encounter.
• Symbol of Life: Minor. Until the end of your turn, any creature you heal by an encounter or daily power heals an extra 1d6 hit pts.
• Terror Weapon: Free action. Use when you hit. Target takes a -2 to all defenses (save ends).


Last edited by Admin on Sun Mar 08, 2009 1:04 pm; edited 3 times in total
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PostSubject: Re: Sofia - Elven cleric   Thu Feb 26, 2009 11:37 pm

What's her new power?
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PostSubject: Re: Sofia - Elven cleric   Fri Feb 27, 2009 12:01 am

Six of Six wrote:
What's her new power?

Since I don't think Julia has the book, I was going to let her decide at the game. BTW, feel free to make suggestions.
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PostSubject: Re: Sofia - Elven cleric   Sat Mar 28, 2009 8:12 am

Sofia – Elven Cleric 5 (using Longtooth Shifter stats):

Str 19, Con 12, Dex 8, Int 14, Wis 17, Cha 12; Speed 5; Initiative +5 (+7 near Scipio); HP 49 (Bloodied 24); Healing surges 8 (12 hp); AC 20, Fort 18, Ref 16, Will 19; Sword +11 (1d8+6; crit 14+2d6); resist poison/fire/radiant 5

Feats: Improved Initiative, Ritual Caster, Toughness, Weapon Proficiency (Double Sword)
Skills: Diplomacy +8, Heal +10, Insight +10, Religion +9
Languages: Common, Elven Perception: +5 (low-light vision)
Equipment: Cloak of the Walking Wounded +1 (5th), Pelaurum Chainmail +1 (4th), Double Sword +2 (6th), Holy Symbol of Divine Reach +1 (3rd), ritual book (Animal Messenger, Gentle Repose), adventurer’s kit, 160 gp

Cleric Abilities:
• Channel Divinity: Once per encounter, use the Channel Divinity power
• Healer’s Lore: When granting healing with a power with the healing keyword, add +3 to the hit pts regained

At-Will Powers
• Righteous Brand: Melee. +11 vs. AC. 1d8+6 damage (crit 14+2d6) and one ally within 5 gains a +4 power bonus to melee attacks vs. the target until the end of your next turn
• Sacred Flame: Ranged 6. +6 vs. Ref. 1d6+4 radiant and an ally you can see either gains 1 temp hp or can make a saving throw

Encounter Powers
• Blazing Beacon: Melee. +11 vs. AC. 1d8+6 radiant damage (crit 14+2d6) damage and all ranged attacks against the enemy get +4 power bonus to hit until end of your next turn
• Channel Divinity (Divine Fortune): Free action. Gain +1 to your next attack or saving throw before end of your turn
• Channel Divinity (Turn Undead): All undead in close burst 2. +6 vs. Will. 1d10 + 4 radiant and push the target 4 and target is immobilized until the end of your next turn. Miss: Half damage and targets are not pushed or immobilized.
• Cloak of the Walking Wounded: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
• Healing Strike: Melee. +11 vs. AC. 2d8+6 radiant damage (crit 22+2d6) and the target is marked till the end of your next turn, and you or an ally within 5 can spend a healing surge and recover an additional 3 hp
• Healing Word: 2/encounter but only 1/rd. Minor action. Close burst 5. You or one ally can spend a healing surge and recover an additional 1d6 + 3 hp
• Longtooth Shifting: Minor. Only if bloodied. Gain +2 dmg until end of encounter & Regeneration 2 while bloodied.

Daily Powers
• Beacon of Hope: Target each enemy in close burst 3. +6 vs. Will. Enemy is weakened until the end of its next turn. Effect: You and all allies in the burst regain 8 hp and your healing powers restore +5 hp till the end of the encounter.
• Consecrated Ground: Close burst 1. The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + 1 radiant damage. You and any allies who are bloodied and start their turns within the zone regain 5 hit points. Sustain minor: The zone persists.
• Shield of Faith: You & each ally in close burst 5. Effect: Targets get +2 power bonus to AC until end of encounter.
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PostSubject: Re: Sofia - Elven cleric   Thu Apr 23, 2009 6:38 pm

And the 6th lvl version of Sofia, though I still need to pick a feat:

Str 19, Con 12, Dex 8, Int 14, Wis 17, Cha 12; Speed 5; Initiative +6 (+8 near Scipio); HP 54 (Bloodied 27); Healing surges 8 (13 hp); AC 23, Fort 19, Ref 17, Will 20; Sword +13 (1d8+6; crit 14+2d6)

Feats: Disciple of Divine Wrath, Improved Initiative, Ritual Caster, Toughness, Weapon Proficiency (Double Sword)Skills: Diplomacy +9, Heal +11, Insight +11, Religion +10
Languages: Common, Elven Perception: +6 (low-light vision)
Equipment: Cloak of the Walking Wounded +1 (4th), Finemail +2 (6th), Double Sword +2 (6th), Holy Symbol +2 (6th), ritual book (Animal Messenger, Gentle Repose), adventurer’s kit

Cleric Abilities:
• Channel Divinity: Once per encounter, use the Channel Divinity power
• Healer’s Lore: When granting healing with a power with the healing keyword, add +3 to the hit pts regained

At-Will Powers
• Righteous Brand: Melee. +13 vs. AC. 1d8+6 damage (crit 14+2d6) and one ally within 5 gains a +4 power bonus to melee attacks vs. the target until the end of your next turn
• Sacred Flame: Ranged 5. +9 vs. Ref. 1d6+5 radiant and an ally you can see either gains 1 temp hp or can make a saving throw

Encounter Powers
• Bastion of Health: Minor. Ranged 10. You or 1 ally can spend a healing surge and gain +4 healing pts
• Blazing Beacon: Melee. +13 vs. AC. 1d8+6 radiant damage (crit 14+2d6) damage and all ranged attacks against the enemy get +4 power bonus to hit until end of your next turn
• Channel Divinity (Divine Fortune): Free action. Gain +1 to your next attack or saving throw before end of your turn
• Channel Divinity (Turn Undead): All undead in close burst 2. +9 vs. Will. 1d10 + 5 radiant and push the target 4 and target is immobilized until the end of your next turn. Miss: Half damage and targets are not pushed or immobilized.
• Cloak of the Walking Wounded: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
• Healing Strike: Melee. +13 vs. AC. 2d8+6 radiant damage (crit 22+2d6) and the target is marked till the end of your next turn, and you or an ally within 5 can spend a healing surge and recover an additional 3 hp
• Healing Word: 2/encounter but only 1/rd. Minor action. Close burst 5. You or one ally can spend a healing surge and recover an additional 1d6 + 3 hp
• Longtooth Shifting: Minor. Only if bloodied. Gain +2 dmg until end of encounter & Regeneration 2 while bloodied.
• Oath of Enmity: Minor. Target one enemy in close burst 10. When you make melee attacks vs. the target and it is the only enemy adjacent to you, you make 2 rolls and take the best one. This effect lasts till the end of your next turn.

Daily Powers
• Beacon of Hope: Target each enemy in close burst 3. +9 vs. Will. Enemy is weakened until the end of its next turn. Effect: You and all allies in the burst regain 8 hp and your healing powers restore +5 hp till the end of the encounter.
• Consecrated Ground: Close burst 1. The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + 1 radiant damage. You and any allies who are bloodied and start their turns within the zone regain 5 hit points. Sustain minor: The zone persists.
• Shield of Faith: You & each ally in close burst 5. Effect: Targets get +2 power bonus to AC until end of encounter.


Last edited by Admin on Sat Apr 25, 2009 11:46 am; edited 1 time in total
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PostSubject: Re: Sofia - Elven cleric   Thu Apr 23, 2009 10:39 pm

Admin wrote:
And the 6th lvl version of Sofia, though I still need to pick a feat:

Some suggestions;
Restful Healing from PBH2
Initiate of the Old Faith from PBH2, become more attuned with Brighty.
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PostSubject: Re: Sofia - Elven cleric   Fri Apr 24, 2009 6:52 am

Six of Six wrote:
Some suggestions;
Restful Healing from PBH2
Initiate of the Old Faith from PBH2, become more attuned with Brighty.

No, no - don't encourage her to be more like Luna again!

Jokes aside, Initiate of the Old Faith doesn't add that much in the way of utility. I was thinking of picking the multiclass Avenger feat, since that's a really handy one. And Sofia, or anyone run by Julia, has a bit of an avenger feel to her anyway.
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PostSubject: Re: Sofia - Elven cleric   Sat Apr 25, 2009 11:47 am

I did go with the Avenger feat after all, so I made the changes to her sheet accordingly. Next time Sofia needs to kill some son of hers, she'll be way better at it.
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PostSubject: 7th lvl Sofia   Thu May 07, 2009 9:15 pm

Str 19, Con 12, Dex 8, Int 14, Wis 17, Cha 12; Speed 5; Initiative +6 (+8 near Scipio); HP 59 (Bloodied 29); Healing surges 8 (14 hp); AC 23, Fort 20, Ref 18, Will 21; Sword +13 (1d8+6; crit 14+2d12)

Feats: Disciple of Divine Wrath, Improved Initiative, Ritual Caster, Toughness, Weapon Proficiency (Double Sword)
Skills: Diplomacy +9, Heal +11, Insight +11, Religion +10
Languages: Common, Elven Perception: +6 (low-light vision)
Equipment: Amulet of Protection +2 (6th), Dwarven Finemail +2 (7th), Vicious Double Sword +2 (7th), Holy Symbol +2 (6th), ritual book (Animal Messenger, Gentle Repose), adventurer’s kit

Cleric Abilities:
• Channel Divinity: Once per encounter, use the Channel Divinity power
• Healer’s Lore: When granting healing with a power with the healing keyword, add +3 to the hit pts regained

At-Will Powers
• Righteous Brand: Melee. +13 vs. AC. 1d8+6 damage (crit 14+2d12) and one ally within 5 gains a +4 power bonus to melee attacks vs. the target until the end of your next turn
• Sacred Flame: Ranged 5. +9 vs. Ref. 1d6+5 radiant and an ally you can see either gains 1 temp hp or can make a saving throw

Encounter Powers
• Bastion of Health: Minor. Ranged 10. You or 1 ally can spend a healing surge and gain +4 healing pts
• Blazing Beacon: Melee. +13 vs. AC. 1d8+6 radiant damage (crit 14+2d12) damage and all ranged attacks against the enemy get +4 power bonus to hit until end of your next turn
• Channel Divinity (Divine Fortune): Free action. Gain +1 to your next attack or saving throw before end of your turn
• Channel Divinity (Turn Undead): All undead in close burst 2. +9 vs. Will. 1d10 + 5 radiant and push the target 4 and target is immobilized until the end of your next turn. Miss: Half damage and targets are not pushed or immobilized.
• Healing Strike: Melee. +13 vs. AC. 2d8+6 radiant damage (crit 22+2d12) and the target is marked till the end of your next turn, and you or an ally within 5 can spend a healing surge and recover an additional 3 hp
• Healing Word: 2/encounter but only 1/rd. Minor action. Close burst 5. You or one ally can spend a healing surge and recover an additional 1d6 + 3 hp
• Longtooth Shifting: Minor. Only if bloodied. Gain +2 dmg until end of encounter & Regeneration 2 while bloodied.
• Oath of Enmity: Minor. Target one enemy in close burst 10. When you make melee attacks vs. the target and it is the only enemy adjacent to you, you make 2 rolls and take the best one. This effect lasts till the end of your next turn.
• Strengthen the Faithful: Melee. +13 vs. AC. 2d8+6 damage (crit 22+2d12), and you and each ally adjacent to the target can spend a healing surge and heal an extra 4 hp.

Daily Powers
• Beacon of Hope: Target each enemy in close burst 3. +9 vs. Will. Enemy is weakened until the end of its next turn. Effect: You and all allies in the burst regain 8 hp and your healing powers restore +5 hp till the end of the encounter.
• Consecrated Ground: Close burst 1. The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + 1 radiant damage. You and any allies who are bloodied and start their turns within the zone regain 5 hit points. Sustain minor: The zone persists.
• Dwarven Armor: Free action. Regain hit pts as if you had spent a healing surge (but don’t lose a surge).
• Shield of Faith: You & each ally in close burst 5. Effect: Targets get +2 power bonus to AC until end of encounter.
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