WoeVangg Rinh

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WoeVangg Rinh

Post  151prooftattoos on Mon Aug 17, 2009 2:21 pm

Name: High Chaplain WoeVangg Rinh
Nicknames: Vangg / The Queen's Wandering Priest
Race: Dwarf
Class: Cleric (Radiant Servant)
XPS: 73,539
Level: 15
Alignment: Unaligned

STR: 9 (-1,+4)
CON: 16 (+3,+8 )
DEX: 11 (+0,+5)
INT: 12 (+1,+6)
WIS: 23 (+6,+11)
CHR: 18 (+4,+9)

AC: 26 (10 +6 chainmail, +7 half-level, +3 Magic Armor)
Fort: 23 (10 +3 con, +7 half-level, +2 Cloak, +1 Feat)
Ref: 22 (10 +0 dex, +7 half-level, +2 Cloak, +1 Feat, +2 Feat)
Will: 28 (10 +6 wis, +2 class, +7 half-level, +2 Cloak, +1 Feat)

Hit Points: 107 (53 Bloodied)
Surge Value: 26
Surges per Day: 12/12

Current AP: 1

Speed: 5
Initiative: +7(+9 when with Straegis)
Size: M
Passive Perception: 23
Passive Insight: 29
Senses: Low-Light

Racial Features:
-Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
-Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
-Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
-Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
-Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.


Class Features:
- Channel Divinity
Divine Fortune
Encounter ✦ Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving
throw before the end of your next turn.

Turn Undead
Encounter ✦ Divine, Implement, Radiant
Standard Action Close burst 2
(5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you
push the target a number of squares equal to 3 + your
Charisma modifier. The target is immobilized until the end
of your next turn.
Increase damage to 2d10 + Wisdom modifier at 5th level,
3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom
modifier at 15th level, 5d10 + Wisdom modifier at 21st
level, and 6d10 + Wisdom modifier at 25th level.
Miss: Half damage, and the target is not pushed or
immobilized.

- Healer's Lore
- Healing Word
Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only
once per round. At 16th level, you can use this power three
times per encounter.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6
at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at
21st level, and 6d6 at 26th level.
- Ritual Casting
(Paragon Path Features)
- Illuminating Attacks: Your powers that have the radiant keyword can now score a critical hit with a natural die roll of 19 or 20.
- Radiant Action: When you spend an action point to take an extra action, you can also choose an enemy within 5 squares of you. That enemy takes
ongoing radiant damage equal to your level (save ends).

Feats:
- Bonus: Ritual Caster
- Raven Queen's Blessing
- Toughness (+5 hps)
- Skill Focus: Insight (+3 Insight)
- Alertness (No combat advantage when surprised, +2 Perception)
- Durable (+2 Healing Surges)
- Combat Medic (Stabilize dying minor action, +2 Heal)
- Paragon Defenses (+1 Fort, Ref, Will)
- Melee Training (Wisdom will be used from now on for melee attacks)
- Lightning Reflexes (+2 Reflex defense)

Rituals:
- Raise Dead
- Gentle Repose
- Make Whole
- Comprehend Languages
- Water Walk
- Animal Messenger
- Remove Affliction
- Create Holy Water
- Cure Disease

Basic Attacks:
- Melee: Warhammer (+14, 1d10+11 dmg)
- Ranged: +6
Wisdom-based Attacks: +14 (+16 if Implement applies)
Radiant Crits: +3d6 damage

Attack (Lvl 15):
- Divine Reprisal
Daily ✦ Divine, Healing, Implement, Radiant
Immediate Reaction Action Ranged 10
Trigger: An enemy within 10 squares of you hits your ally
Target: Triggering Enemy
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage
Effect: The ally can make a saving throw and can spend a healing surge

At-Will:
- Astral Seal
A t - W i l l • Divine, H e a l i n g , Implement
Standard A c t i o n Ranged 5
Target: O n e creature
Attack: W i s d om +2 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2
penalty to all defenses. T h e next ally w h o hits it before
the end of your next turn regains hit points equal t o 2 +
your Charisma modifier.

Encounter:
- Mantle of Glory
Encounter ✦ Divine, Healing, Implement, Radiant
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier radiant damage.
Effect: Allies in the blast can spend a healing surge.

- Command
Encounter ✦ Charm, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next turn. In
addition, you can choose to knock the target prone or
slide the target a number of squares equal to 3 + your
Charisma modifier.

- Zealous Sanction
Encounter • Divine, H e a l i n g , I m p l e m e n t , Radiant
Standard A c t i o n Ranged 10
Target: O n e creature
A t t a c k : W i s d om vs. W i l l
Hit: 2d8 + W i s d om modifier radiant damage. The first
time any ally hits the target before the end of your next
turn, that ally can spend a healing surge.

- (PP)Solar Wrath
Encounter ✦ Divine, Radiant
Standard Action Close burst 8
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage. If the target
is either an undead creature or a demon, it is also stunned
until the end of your next turn.

Daily:
- Beacon Of Hope
Daily ✦ Divine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 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.

- Consecrated Ground
Daily ✦ Divine, Healing, Radiant, Zone
Standard Action Close burst 1
Effect: 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 + your Charisma
modifier radiant damage. You and any allies who are
bloodied and start their turns within the zone regain hit
points equal to 1 + your Charisma modifier.
Sustain Minor: The zone persists.

- Flame Strike
Daily ✦ Divine, Fire, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier fire damage, and ongoing 5 +
Wisdom modifier fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.

- (PP)Healing Sun
Daily ✦ Divine, Healing, Radiant, Zone
Standard Action Close burst 2
Effect: The burst creates a zone of divine light until the end
of your next turn. You and each ally who ends his or her
turn within the zone regain hit points equal to 5 + your
Charisma modifier. A demon or an undead creature that
enters the zone or starts its turn there takes 1d10 + your
Charisma modifier radiant damage.
Sustain Standard: The zone persists.
Special: The zone ends at the end of your turn if you are
bloodied.


Utility:
- Cure Light Wounds
Daily ✦ Divine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing
surge.

- Cure Serious Wounds
Daily ✦ Divine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent two
healing surges.

- Mass Cure Light Wounds
Daily ✦ Divine, Healing
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: The targets regain hit points as if they had spent
a healing surge. Add your Charisma modifier to the hit
points regained.


Skills:
+12 Religion (+5 trained, +7 half-level)
+12 Arcana (+5 trained, +7 half-level)
+22 Heal (+5 trained, +6 wis, +7 half-level, +2 combat medic, +2 cloak)
+21 Insight (+5 trained, +6 wis, +7 half-level, +3 Feat)
+17 Dungeoneering (+2 race, +6 wis, +7 half-level, +2 Geo)
+11 Endurance (+2 con, +2 race, +7 half-level)

Magic items:

Gloves of the Healer Level 12+
Your healing is enhanced by this elegant handwear.
Lvl 12 13,000 gp Lvl 22 325,000 gp
Item Slot: Hands
Property: When you use a power that has the healing
keyword, one target regains an extra 1d6 hit points.
Level 22: 2d6 hit points.
Power (Daily ✦ Healing): Standard Action. Spend a healing
surge. An adjacent ally regains hit points equal to the
value of the healing surge you lost.

Healer’s Sash Level 11+
With this white homespun wrap, you can keep your allies going
long after they have exhausted their healing resources.
Lvl 11 9,000 gp Lvl 21 225,000 gp
Item Slot: Waist
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter ✦ Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.

Qalibarian Tombchain Armor
Clerics and warlords of Ba’al Qalibar’s army were given black tombchain like this because of its ability to improve their healing powers
Lvl 15 (25,000 gp)
Armor: Chain
Enhancement: +3 AC
Power (Daily - Healing): Minor Action. Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + your Charisma modifier.

Shield of the Medic
Shields like this one are often carried by dwarven healers
Lvl 10 5,000 gp
Item Slot: Arms
Shield: Heavy Shield
Power (Daily ✦ Healing): Free Action. Use this power when you or an ally within line of sight regains hit points. You or the ally regains hit points equal to the maximum possible result of the healing effect and also regains hit points equal to your Wisdom or Charisma modifier, whichever is higher.

Rinh's 'oly Symbols o' da Queen
You channel your conviction through these sanctified raven feathers and grant yourself or a nearby ally remarkable regenerative powers.
Implement (Holy Symbol) - Lvl 15 (25,000 gp)
Enhancement: +3 Attack rolls and damage rolls
Critical: +3d6 damage
Power (Daily - Healing): Free Action. Use this power when you reduce a target to 0 or fewer hit points with an attack delivered by this holy symbol. You or one ally within 5 squares of you gains regeneration 5 for the rest of encounter.

Cloak of the Chirurgeon Level 3+
This garment gives you the confidence and knowledge to
assuage an ally’s pain.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain an item bonus to Heal checks equal to the
enhancement bonus of this cloak.
Power (Daily): Minor Action. An adjacent ally regains 1
healing surge already spent today.

Goblin Stompers
Created deep within the Bitten Peaks, these boots allow their Dwarven creators to keep up with their hated Goblin foes.
Lvl 6 (1800 gp)
Item Slot: Feet
Power (Encounter): Immediate Reaction. Use this power when a melee attack misses you. Shift 1 square.

Enchanted Ring of the the Eladrin Royal Seal
This platinum ring bears the royal seal of the Eladrin queen, etched into the surface.
Item Slot: Ring (Level 18, 85000 gp)
Property: Gain a +2 item bonus to Bluff checks.
Power (Daily ✦ Illusion): Standard Action. Become invisible until the end of your next turn.
If you’ve reached at least one milestone today, using this power requires only a minor action.

Mundane Gear:
- Chainmail (+6, -1) 40lbs
- Warhammer (+2, 1d10, versatile) 5 lbs
- Standard adventurer's kit - 33lbs
- 20 mystic salves
- Healing Potion
8,179 gp, 17 sp, 28 cp

Personality: Relaxed, Brooding, Suspicious, Adaptable, Honest, Stern, Cautious, Stoic, Patient
Mannerisms: Loner, takes a lot to earn his friendship, very untrusting and suspicious of other's motives
Appearance: Short, very thin, and wiry for a dwarf (3' 7"), sandy reddish skin and black hair and beard. Eyes are black as well.
Background: As a youngster (raised to follow Moradin), Vangg was disowned and kicked out of the Dwarven Halls for following the Raven Queen. After years of wandering on foot, Vangg found a temple of the Raven Queen in the far away Valley of Vallhornn. There he trained up as a cleric with others that believed as he did. One terrible evening, Mountain Giants attacked and destroyed the temple, slaying all of its inhabitants. Vangg, the only survivor, narrowly escpaped through the tiny, nearby cave systems in the Sheerigardd mountains. He has wandered ever since, never staying in one place for very long; trying to find his purpose in the world.


Last edited by 151prooftattoos on Sat Oct 31, 2009 1:29 pm; edited 14 times in total
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151prooftattoos
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Re: WoeVangg Rinh

Post  151prooftattoos on Wed Aug 19, 2009 4:28 am

Cheat Sheet:

o All HEALS ARE +1d6 AT ALL TIMES WITH GLOVES (One target receives benefit)
o + 5 Racial save vs. Poisons
o 2nd Wind = Minor Action
o Normal speed even when encumbered
o Move 1 less from push/pull/slide
o Auto save vs. Prone
o Radiant attacks score crits on 19 or 20
o Spend an action point - choose an enemy within 5 squares - takes ongoing damage = to level (save ends)
o Stabilize dying - minor action (Combat Medic)
o No Combat advantage when surprised (Alertness)
o Beacon of Hope adds +11 to all heals until end of encounter

Free Actions:
o Divine Fortune - (Encounter) +1 to next attack or saving throw
o Healer's Sash - (Encounter)(Immediate) If charged - ally gains hps as if spent healing surge and adds 1d6+6 to it.
o Shield - (Daily) any ally in line of sight gains hps - they get max result +6
o Holy Symbol - (Daily) reduce target to 0 or fewer hps - ally gets regeneration 11(5+6) for the encounter
o Goblin Stompers - (Encounter)(Immediate) shift a square when an enemy misses
o Raven Queen's Blessing - (Encounter) reduce target to 0 or fewer hps - you or ally can spend a healing surge
o Divine Reprisal - (immediate action) 3d8+wis damage - ally can make saving throw and spend HS

Minor Actions:
o Healing Word - (2xEncounter)
o Armor - (Daily) - any ally healed gains additional 1d10+6+4 hps
o Sustain CG = Minor Action
o Activate Cloak - (Daily) Ally regains a healing surge that has been spent

Regular:

At Will:
Astral Seal

Encounter:
Turn Undead
Mantle of Glory
Command
Zealous Sanction
Solar Wrath
Sash (Standard to charge it - immediate to heal)
Goblin stompers power
RQB

Daily:
Beacon of Hope
Consecrated Ground (Sustain Minor)
Flame Strike
Healing Sun (Cast BoH first to add +11)(Sustain Standard)
Cure Light Wounds
Cure Serious Wounds
Mass Cure Light Wounds
Gloves (Spend Healing surge - ally gets hps equal to surge value lost +6)
Armor Power
Shield Power
Cloak Power
Holy Symbol Power
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