The cleric is one of the original classes of D&D, along with the Fighter, Wizard, and Rogue. Originally, the Cleric's main job was to be the party healer, to keep everyone else alive when they were getting beaten and bloodied. The Cleric would call upon his or her god for divine power, and allies would regain their lost health. In later years, the Cleric would gain access to more spells, and become a power unto itself; in the last edition of D&D, a properly planned Cleric could outpower virtually every other class without even trying. Now, the Cleric's role is that of a Leader; the Leader inspires and helps out his or her comrades, sometimes with divine power, sometimes with song, and that help can come in the form of healing or also in the form of bonuses to attack, defense, or damage. I decided to go with a more classic form of Cleric, so this one is mostly a healer.
====== Created Using Wizards of the Coast D&D Character Builder ======
Malharath, level 1
Kalashtar, Cleric
Kalashtar: Religion Bonus
FINAL ABILITY SCORES
Str 12, Con 12, Dex 12, Int 10, Wis 18, Cha 16.
STARTING ABILITY SCORES
Str 12, Con 12, Dex 12, Int 10, Wis 16, Cha 14.
AC: 16 Fort: 11 Reflex: 11 Will: 16
HP: 24 Surges: 8 Surge Value: 6
TRAINED SKILLS
Religion +7, Diplomacy +8, Heal +9, Insight +11
UNTRAINED SKILLS
Acrobatics, Arcana, Bluff +3, Dungeoneering +4, Endurance, History, Intimidate +3, Nature +4, Perception +4, Stealth, Streetwise +3, Thievery, Athletics
FEATS
Cleric: Ritual Caster
Level 1: Clarity of Spirit
POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Priest's Shield
Cleric at-will 1: Lance of Faith
Cleric encounter 1: Shield Bearer
Cleric daily 1: Beacon of Hope
ITEMS
Ritual Book, Chainmail, Mace, Adventurer's Kit, Holy Symbol
RITUALS
Gentle Repose, Create Holy Water
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Malharath is a kalashtar, a race unique to the Eberron seting; they can use a minor form of telepathy to communicate with party members if necessary. Healer's Mercy allows all party members within a certain area to gain access to healing, whereas Priest's Shield gives a bonus to defense to the cleric and an ajacent ally if Malharath hits a target with his mace. Lance of Faith shoots an enemy with divine energy, and lets Malharath aid an ally in attacking that same foe. Shield Bearer attacks an enemy at range, and for a short period of time summons a ghostly shield bearer by that same enemy to help guard any of Malharath's allies that attack it. Beacon of Hope is an area effect; it Weakens all enemies caught in the area, while at the same time granting more hit points to any allies.
Setting The Table
1 day ago
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