Summary[]
Astral Seal (At Will Standard Ranged 5 ✦ Divine, Healing, Implement) | |
Target: One creature | |
Attack: +9 vs. Reflex | |
Hit: Until the end of your next turn, the target takes a -2 penalty on all defenses. The next ally who hits it before the end of your next turn regains 5 hit points. |
Sacred Flame (At Will Standard Ranged 5 ✦ Divine, Implement, Radiant) | |
Target: One Creature | |
Attack: +7 vs. Reflex | |
Hit: 1d6+6 radiant damage, and one ally you can see chooses either to gain 3 temporary hit points, or to make a saving throw. |
Bastion of Mental Clarity (Encounter Immediate Interrupt Close Burst 5 ) | |
Target: You and each ally in burst | |
Trigger: An enemy hits or misses you with an attack against your Will | |
Effect: Each target gains a +4 power bonus to Will until the end of your next turn. |
Life Transference (Daily Standard Action Melee Touch ✦ Divine, Healing) | |
Target: One creature | |
Effect: You take damage equal to your healing surge value, which can't be reduced in any way. The target regains hit points equal to twice that value. |
Healer's Mercy (Encounter Standard Close burst 5 ✦ Divine, Healing) | |
Target: Each bloodied ally in burst. | |
Effect: Each target can spend a healing surge and regain an additional 1d6+8 hit points. You are weakened until the end of your next turn. | |
Special: You can only use one Channel Divinity power per encounter. |
Healing Word (Encounter Minor Close Burst 5 ✦ Divine, Healing) | |
Target: You or one ally | |
Effect: The target can spend a healing surge and regain an additional 2d6+8 hit points. | |
Special: You can use this power twice per encounter, but only once per turn. |
Bane (Encounter Standard Ranged 10 ✦ Divine, Implement) | |
Target: One creature | |
Attack: +7 vs. Will | |
Hit: Until the end of your next turn, the target takes a -4 penalty to attack rolls and all defenses. |
Beacon of Hope (Daily Standard Close Burst 3 ✦ Divine, Healing, Implement) | |
Target: Each enemy in burst | |
Attack: +7 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. |
Fluff[]
Description:
Minharath is on the tall end of average, with short (not so short it sticks up) brown hair and blue eyes. He has an aura of intensity, as if he is more there than most people. He wears chainmail under a flowing white robe. A large (6") medallion bearing a silver symbol of a flame hangs to the middle of his chest.
Background: Minharath is from a previously un-described Far Land (though it may well be in the process of getting steadily nearer). The area is a loose collection of city-states divided by limited resources and united by historical and religious similarities. Though most of the area has historically been lightly populated, recent changes in trade and agriculture have led to community growth, especially on the coast. Because of this, the navies of the coastal cities have begun exploring and trading farther from their home shores. Though contact with Daunton has been existant for some time, the development of the area has only recently brought them closer in trade and politics.
Minharath is a member of a holy order devoted to the Hearth Goddess. An aspect of Juna, she teaches protection, healing, community, and understanding.
(Note: I will propose more on this area & their take on the gods soon, but I want the basics posted asap)
Hooks:
- Minharath is not opposed to discussing the nature of divinity and the similarities and differences of differing orders devoted to similar divinities. Engagin him in a conversation with a priest of one of Juna's aspects would be interesting.
- Minharath's order believes each of the Divine Ones serves a purpose, and so do we mortals, though that purpose is often unclear.
- Minharath venerates many divinities directly, as do most people where he's from. He is positively disposed toward followers of Juna, Jovan, Lauto, and Apoli, as well as any order or divinity focused on healing, education, or community.
- Minharath has arranged for a local order devoted to Juna and friendly with his order to invest his income for him, protecting it until he can raise money to begin a chapel for his order.
- Minharath believes strongly in the preservation of life, and abhors the killing of intelligent persons.
Kicker: Minharath is a very intense, dynamic person. He often feels led toward a certain person or place, and trusts that Juna is guiding him. (Caveat: Juna is guiding him; this is not an opening for nefarious forces to mess with his head. I would not like to see that kind of story for this character) If a task or adventure closely relates to Minharath's belief's, he can easily be guided into it.
Math[]
Ability Scores[]
Attributes | |||||||||||
Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
Str | 0 | 8 | 0 | 0 | 8 | -1 | |||||
Con | 2 | 12 | 0 | 0 | 12 | 1 | |||||
Dex | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Int | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Wis | 16 | 18 | 2 | 0 | 20 | 5 | |||||
Cha | 7 | 15 | 2 | 0 | 17 | 3 | |||||
Totals | 25 | 8 |
Defenses[]
Defenses | ||||||||||||
Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
Armor Class | +0/+0 | dex/int | 0 | 0 | 0 | 0 | +6 | Chainmail | 0 | 0 | 1 | 17 |
Fortitude | -1/+1 | str/con | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 12 | |
Reflex | +0/+0 | dex/int | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 11 | |
Will | +5/+3 | wis/cha | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 18 |
Health[]
Health | |||||||||||||
-- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Surge Value Bonus | Total | Bloodied | Surge |
Hit Points | 12 | 12 | 5 | 0 | 0 | 0 | 0 | 29 | 14 | 7 |
Surges per Day 8 (Class 7 + Con 1)
Attacks[]
Basic[]
Basic Attacks | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Basic Melee |
-1 | str | Unarmed | 0 | -1 | AC | |||||||
Basic Ranged |
0 | dex | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Powers[]
At-Will:
Astral Seal
Sacred Flame
Encounter:
Basiton of Mental Clarity (Racial)
Divine Fortune (Channel Divinity)
Healer's Mercy (Channel Divinity)
Healing Word (Special)
Life Transference (Utility)
Bane
Daily:
Beacon of Hope
Class Features[]
Channel Divinity
Healer's Lore
Healing Word
Racial Features[]
Dual Soul
Bastion of Mental Clarity
Telepathy 5
Skills and Languages[]
Languages Common
Skills | ||||||||||
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
Acrobatics | 0 | dex | -1 | Chainmail | 1 | 0 | ||||
Arcana | 0 | int | 1 | 1 | ||||||
Athletics | -1 | str | -1 | Chainmail | 1 | -1 | ||||
Bluff | 3 | cha | 1 | 4 | ||||||
Diplomacy | 5 | 3 | cha | 1 | 9 | |||||
Dungeoneering | 5 | wis | 1 | 6 | ||||||
Endurance | 1 | con | -1 | Chainmail | 1 | 1 | ||||
Heal | 5 | 5 | wis | 2 | 2 | 1 | 15 | |||
History | 0 | int | 1 | 1 | ||||||
Insight | 5 | 5 | wis | 2 | 1 | 13 | ||||
Intimidate | 3 | cha | 1 | 4 | ||||||
Nature | 5 | wis | 1 | 6 | ||||||
Perception | 5 | wis | 1 | 6 | ||||||
Religion | 5 | 0 | int | 1 | 6 | |||||
Stealth | 0 | dex | -1 | Chainmail | 1 | 0 | ||||
Streetwise | 3 | cha | 1 | 4 | ||||||
Thievery | 0 | dex | -1 | Chainmail | 1 | 0 |
Feats[]
Alchemist (Bonus Feat)
Pacifist Healer
Harbinger of Rebirth
Regional Benefits[]
Equipment[]
Equipment Name | Price | Weight |
---|---|---|
Chainmail | 40gp | 40lbs |
Holy Symbol | 10 | 1lb |
Symbol of Divinity +1 | 1lb | |
Antivenom | 20gp | |
Clearsense Powder | 20gp | |
Total | 90gp | 41lbs |
488 gp |
Wish List[]
Level One
Amulet of Protection +1
Level Three
Erathis's Beacon (Divine Boon)
Level Four
Reflexive Chainmail +1
Level Five
Boots of Rapid Motion (Heroic Tier)
Note: I would prefer to receive magical items as awards or payment rather than 'loot.'
Minharath is just as likely to sell off any 'treasure' and donate money to his order or a charitable organization.
Judge Comments[]
Level 1[]
Approval 1[]
Approved yet. By Velmont
Approval 2[]
Comment by JoeNotCharles
Part of reviewing the characters is reviewing the background to be sure it doesn't step on anything, so please resubmit after filling in the fluff sections.
Approval 3[]
Approval by ScorpiusRisk
- Adding approval simply because I do not know how active JNC is at this time.
- The only thing I would like to see is your remaining 10 gp listed clearly somewhere. I don't see an issue with this, though obviously your background is quite vague.
Gold is taken care of. I'm working on the background, though if a judge would like to have a conversation about it, it would be appreciated. I much prefer working out story in a forum/discussion mode. -Tomalak
Level 2[]
Level 2: New feat & Power chosen, Attacks, Defenses & Hit points updated. Treasure & experience applied from [post].
Approval 1[]
Approval from renau1g
- Missing Armor penalty from the Chainmail to the skills in Math section (many are affected)
Not a big deal so approved
Approval 2[]
Comments from TwoHeadsBarking:
- Summary: Your Heal is +15, not +13.
- Summary: You're missing the half level bonus to Sacred Flames thp.
- Attacks: Missing the half level bonus.
- Skills: Acrobatics is missing the armor penalty.
Status[]
Not approved for level 2.