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Summary Edit

Ferris Cacamoujai Player samursus
Longtooth Shifter Cleric (good) Level 3 (XP 3625)
Initiative +3
Passive Insight 20 Passive Perception 15; Senses Low-light Vision
HP 34 Bloodied 17 Surge Value 8; Surges Per-Day 8
AC 18 Fortitude 15 Reflex 14 Will 17
Speed 5 Size Medium
Str 18 (+4) Dex 14 (+2) Wis 18 (+4)
Con 12 (+1) Int 10 (+0) Cha 8 (-1)
Racial Abilities Longtooth Shifting
Class Features Channel Divinity, Healer's Lore, Healing Word, Ritual Casting
Battack Basic Attack Battleaxe +8 vs AC 1d10+4 damage
Branged Ranged Basic Attack Javelin +7 vs. Reflex 1d6+4 damage
Feats Battle Cleric Armaments (Battle Axe), Initiate of the Old Faith
Skills Athletics +6, Endurance +3, Heal +10, Insight +10, Diplomacy +5, Religion +6, Nature +11(+13 on Kythira)
Languages Common, Goblin
Rituals Gentle Repose (Heal), Brew Potion (Religion), Create Holy Water (Religion-No check)
Powers
Invigorating Assault (At Will Standard Melee weapon ✦ Divine, Weapon)
Target: One creature
Attack: +7 vs. AC
Hit: 1d10+4 damage
Effect: One adjacent ally gets +4 temp hps
Lance of Faith (At Will Standard Ranged 5 ✦ Divine, Implement, Radiant)
Target: One creature
Attack: +5 vs. Ref
Hit: 1d8 + 4 radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Wild Shape (At Will Minor Personal ✦ Polymorph, Primal)
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers.

You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield.

You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.
Longtooth Shifting (Encounter Minor Personal ✦ Healing)
Requirement: You must be bloodied
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. While bloodied gain regeneration 2.
Divine Fortune (Encounter Free Personal ✦ Divine)
Effect: Gain a +1 bonus to your next attack roll or saving throw before the end of your next turn
Special: 1 Channel Divinity Power/encounter
Healer's Mercy (Encounter Standard Close burst 5 ✦ Divine, Healing)
Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge. You are weakened until the end of your next turn. +4 hps from Healer's Lore
Special: 1 Channel Divinity power/encounter
Mighty Hew (Encounter Standard Melee weapon ✦ Divine, Weapon)
Target: The triggering enemy
Trigger: An enemy hits an ally with an attack
Effect: 2d10+4 damage, and the target deals half damage to your ally with the triggering attack.
Healing Strike (Encounter Standard Melee weapon ✦ Divine, Radiant, Healing, Weapon)
Target: One creature
Attack: +7 vs. AC
Hit: 2d10+4 radiant damage, and the target is marked until the end of your next turn. You or one ally within 5 squares can spend a healing surge (+4 from HL)
Healing Word (Encounter Minor Close blast 5 ✦ Divine, Healing)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6(+4 from HL) hit points. Can be used 2x per encounter, 1/round.
Swarming Locusts (Encounter Standard Close blast 3 ✦ Beast Form, Implement, Primal, Zone)
Target: Each creature in blast
Attack: +5 vs. Reflex
Hit: 1d8+4 damage
Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.
Cure Light Wounds (Daily Standard Melee touch ✦ Divine, Healing)
Target: You or one creature.
Effect: The target regains hit points as if it had spent a healing surge.
Weapon of Astral Flame (Daily Standard Melee weapon ✦ Conjuration, Divine, Fire, Weapon)
Effect: You conjure a weapon of astral fire in your space. The weapon lasts until the end of your next turn. When you move, the weapon moves with you, remaining in your space. The weapon makes the following attack when it appears.

Primary Target:One creature

Primary Attack:+7 vs. Ref

Hit:1d10+4 fire damage, and the primary target takes a -2 penalty to attack rolls until the end of your next turn.
Sustain: Minor(The weapon persists and makes a secondary attack.)

Secondary Target:One creature

Secondary Attack:+7 vs. Ref

Hit:1d10 fire damage

Fluff Edit

Background Edit

Ferris was one of the many emigrants to the Living Isle, brought along by his parents. Ferris`aptitudes have served him best in the wild, less so in a structured society. While adapting and exploring his new homeland, he became friends and a student of Hyrellon, an itinerant Gnome priest of Dayna. Always a decent woodsman and excellent tracker, Ferris fell in love with the rich vibrancy and primal aliveness of Kythira. Hyrellon encouraged this love and taught him the ways of the Goddess. Ferris soon fell in love with the Goddess herself, seeing her as a focus of all that he desired, becoming a romantic object more so than one of reverence...



Hyrellon tried to discourage this view and encourage a less personal love, but Ferris`smoldering passions and aggressiveness are not easily put out. Hyrellon has directed Ferris out into the world, hoping that some exposure and experience will bring him a greater sense of his place in the world, and put to rest his foolish notions regarding the Goddess. Ferris was quick to leave, all the better to discover a way to be together with his beloved.



Appearance and personality Edit

Age: 24

Gender: Male

Height: 6'0

Weight: 180 lb.

Alignment: good

Personality: Ferris has great compassion for the weak and injured, but has an inborn aggressive streak that he especially finds hard to resist in battle, or when the weak are preyed upon. He is very loyal to his "pack". Ferris identifies greatly with the bears of his homeland, admiring their strength and mostly calm demeanor. But when roused, he has their berserker ferocity as well.



Physical Description: Ferris is fairly civilized looking in his chainmail coat and white tabard with the forest green Fang of Dayna adorning it. His light shield mimics the shape of the Fang and is also adorned with her symbol. His hair/fur is a light brown, with darker brown/black streaks on the top of his head. His eyes are a subdued yellow, that grow brighter when he is angry or shifting. He has an odd walk, alternating between a casual stroll and a bear`s lumbering gait.




Region Edit

Kythira - +1 to Nature, escalating to +3 when actually on the Isle of Kythira. Kythiran characters also receive +3 to all knowledge skill checks concerning the Shadowrift, Eladrin ruins, and the historic Eladrin courts on the Living Isle.



Hooks Edit

  • believes himself to be the beloved of a goddess (truly or not, it doesn`t matter to me)
  • Hook 2



Kicker Edit

  • Believes the goddess Dayna to be his lover, and strives to reunite with her. Has been sent out by his mentor to hopefully rid himself of this fantasy, but Ferris believes it is his destiny to find her. (he may be right or wrong)



Show Math Edit

Ability Scores Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 9 16 2 0 18 4
Con 2 12 0 0 12 1
Dex 5 14 0 0 14 2
Int 0 10 0 0 10 0
Wis 9 16 2 0 18 4
Cha 0 8 0 0 8 -1
Totals 25   10



Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

4

str 00002Medic's Battleaxe +1118AC
Basic Ranged

4

str00002Javelin017AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +2/+0 dex/int 7 Chainmail and Light Shield 1 18
Fortitude+4/+1str/con1 15
Reflex+2/+0dex/int 1Light Shield1 14
Will+4/-1wis/cha2 1 17



Saving Throw Bonuses none



Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 2 0 0 0 0 0 0 0 1 0 3
Passive Insight 4 0 0 0 0 0 0 0 1 5 20
Passive Perception 4 0 0 0 0 0 0 0 1 0 15




Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 12 5 0 0 0 0 34 17 8



Surges per Day 8 (Class 7 + Con 1)



Speed and Movement Edit

Speed: 5 (Race 6 - Equipment 1)



Racial Features Edit

Longtooth Shifter

  • Longtooth Shifting
  • +2 Athletics, +2 Endurance
  • +2 to Str and Wis
  • Size: Medium
  • Speed: 6
  • Vision: Low-light
  • Languages: Common + any 1



Class Features Edit

Cleric

  • +2 Will
  • Channel Divinity: Divine Fortune, Healer's Mercy
  • Healer's Lore
  • Healing Word
  • Ritual Caster Feat
  • Ritual Book (incl. 2 rituals, Gentle Repose + 1 other 1st level)

Multiclass Druid

  • Wild Shape

Feats Edit

Skills and Languages Edit

Languages Common, Goblin



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics02dex000-1012
Arcana 0 0 int 0 0 0 0 0 1 1
Athletics04str200-1016
Bluff0-1cha0000010
Diplomacy5-1cha0000015
Dungeoneering04wis0000015
Endurance01con200-1013
Heal54wis00000110
History00int0000011
Insight54wis00000110
Intimidate0-1cha0000010
Nature54wis01Kythiran background00111
Perception04wis0000015
Religion50int0000016
Stealth02dex000-1012
Streetwise0-1cha0000010
Thievery02dex000-1012



Powers Edit

Powers KnownEdit

  • Cleric
    • Other

      Powers to Hit Edit

      Power To-Hit
      Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
      Invigorating Assault +4 Str +3 Medic's Battleaxe +1 0 0 1 8 AC
      Lance of Faith +4 Wis 0 0 1 5 Reflex
      Healing Strike +4 Str +3 Medic's Battelaxe +1 0 0 1 8 AC
      Swarming Locusts +4 Wis 0 0 1 5 Reflex
      Mighty Hew +4 Wis +3 Medic's Battleaxe +1 0 0 1 8 AC
      Weapon of Astral Flame +4 Str +3 Medic's Battleaxe +1 0 0 1 8 Reflex


      Equipment Edit

      Equipment Name Price Weight
      Chainmail Armor 40gp 40lbs
      Light Shield 5gp 6lbs
      Battleaxe 15gp 6lb
      Javelin (2) 10gp 4lb
      Standard Adventurer's Kit 15gp 33lbs
      Holy Symbol 10gp 1lb
      Ritual Components (Arcana) 0gp -
      Ritual Components (Heal) 5gp -
      Ritual Components (Nature) 0gp -
      Ritual Components (Religion) 55gp -


      Rituals: Gentle Repose, Brew potion, Create Holy Water

      Gold: 233

      SIlver: 20

      Weight 90 lbs

      Tracking Edit

      Wish List Edit

      1. Woundstitch Powder (AV2)
      2. Preservation Light Shield (AV2)
      3. Brooch of No Regrets +1 (AV)
      4. Most desired: Medic's Battleaxe +1 (AV)
      5. Healer's Chainmail +1 (AV2)
      6. Iron Armbands of Power (AV)





      Treasure Edit

      GP: 13+220-reward

      SP:20

      Woundstitch Powder

      XP 1056 Edit

      Changes Edit

      13gp and 20sp in-game treasure; 40gp worth of Religion Ritual components in-game treasure; Woundstitch Powder in-game treasure.

      1056 xp and 220 gp GM rewards = level up resulting in changes to the math, hps, skills etc.

      Create Holy Water Ritual in-game reward.

      Chose Sanctuary as Level 2 Utility.

      Retrained Righteous Brand to Lance of Faith

      Chose Initiate of the Old Faith as Level 2 Feat and Swarming Locusts as the At-Will turned Encounter power.

      Judge Comments Edit

      Approval 1 Edit

      Approval from --renau1g



      • Might want to add Nature skill to the summary section up top, as it has the +1 bg bonus



      • Other than that, looks good... well done.



      Approval 2 Edit

      Approved by ScorpiusRisk



      • Clerics don't have Perception as a class skill. If you gained that from something else, its not clear to me. Minor so approved, assuming changes or clarification.



      Status Edit

      Status: Approved as 1st level character with 0 xp by renau1g and ScorpiusRisk'</strike>


      Level 2 Approval RequestEdit

      Approval 1 Edit

      Comments by Rapida:

      • *In the summary your nature should be at +11


      I'll go ahead and put my approval for down for Ferris. You will need one for it to be "official."

      Edit

      Approval 2Edit

      Approved by ScorpiusRisk

      Status Edit

      Status: One approval for 2nd level at 1,056 XP by Rapida and ScorpiusRisk

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