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Rkar Level 3 Cleric Priest's Shield Cleric Attack 1

Medium natural humanoid (Dwarf) XP 2250 At-Will  Divine, Weapon


Initiative +1 Senses Perception +4, Insight +9 Standard Action Melee weapon
Target: One creature
HP 37; Bloodied 18 Healing Surges 9 @ 9 HP
AC 19; Fortitude 13; Reflex 12; Will 16 Attack: Strength vs. AC
Speed 5
Alignment Good Languages Common, Dwarven Hit: 1[W] + Strength modifier damage, and you and one adjacent
ally gain a +1 power bonus to AC until the end of your next turn.
Skills Arcana +6; Dungeoneering +6; Endurance +5; Heal +9; Sacred Flame Cleric Attack 1
Insight +9; Religion +6 At-Will  Divine, Implement, Radiant
Str 14 (+3) Dex 10 (+1) Wis 17 (+4) Standard Action Ranged 5
Con 15 (+3) Int 10 (+1) Cha 14 (+3) Target: One creature
Equipment Chain armor, bloodthread robe +1 , light shield, Attack: Wisdom vs. Reflex
warhammer (1d10), (2x) throwing hammers (1d6), standard
adventurer's kit, holy symbol, 140g
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can
Cast-Iron Stomach: +5 racial bonus to saving throws against see chooses either to gain temporary hit points equal to your
Dwarven Resilience: You can use your second wind as a minor Charisma modifier + one half your level or to make a saving throw.
Dwarven Weapon Proficiency: You gain proficiency with the Cleric Attack 1
Healing Strike
throwing hammer and the warhammer.
Encounter  Divine, Healing, Radiant, Weapon
Encumbered Speed: You move at your normal speed even when
Standard Action Melee weapon
it would normally be reduced by armor or a heavy load.
Target: One creature
Stand Your Ground: When an effect forces you to
Attack: Strength vs. AC
move—through a pull, a push, or a slide—you can move 1 square
less than the effect specifies. Hit: 2[W] + Strength modifier damage, and the target is marked
until the end of your next turn. In addition, you or one ally within 5
Ritual Caster: You can master and perform rituals of your level or squares of you can spend a healing surge.
lower.
Beacon of Hope Cleric Attack 1
Shield Proficiency (Light Shields)
Toughness: You gain additional hit points. You gain an additional Daily  Divine, Healing, Implement
5 hit points at each tier of play (at 1st, 11th, and 21st level). Standard Action Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Channel Divinity: Divine Fortune Cleric Feature
Hit: The target is weakened until the end of its next turn.
Encounter  Divine
Effect: You and all your allies in the burst regain 5 hit points, and
Free Action Personal
your healing powers restore +5 hit points until the end of the
Effect: You gain a +1 bonus to your next attack roll or saving throw encounter.
before the end of your next turn.
Cure Light Wounds Cleric Utility 2
Channel Divinity: Turn Undead Cleric Feature
Daily  Divine, Healing
Encounter  Divine, Implement, Radiant Standard Action Melee touch
Standard Action Close burst 2 Target: You or one creature
Target: Each undead creature in burst
Effect: The target regains hit points as if it had spent a healing
Attack: Wisdom vs. Will
surge.
Daunting Light Cleric Attack 3
Hit: 1d10 + Wisdom modifier radiant damage, and you push the
Encounter  Divine, Implement, Radiant
target a number of squares equal to 3 + your Charisma modifier.
The target is immobilized until the end of your next turn. Standard Action Ranged 10
Target: One creature

Miss: Half damage, and the target is not pushed or immobilized. Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier radiant damage.
Healing Word Cleric Feature
Effect: One ally you can see gains combat advantage against the
Encounter (Special)  Divine, Healing target until the end of your next turn.
Special: You can use this power twice per encounter, but only
once per round. Bloodthread Armor (Robe) +1 Level 5
Armor: Cloth
Minor Action Close burst 5
Target: You or one ally in burst Enhancement: AC
Property: When you are bloodied, you gain a +2 item bonus to AC
Effect: The target can spend a healing surge and regain an
and saving throws.
additional 1d6 hit points.

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