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SummaryEdit

Minharath Player Tomalak
Kalashtar Cleric (Good) Level 2 (XP 1246)
Initiative +1
Passive Insight 23 Passive Perception 16; Senses Telepathy 5
HP 29 Bloodied 14 Surge Value 7; Surges Per-Day 8
AC 17 Fortitude 12 Reflex 11 Will 18
Saving Throws [At the start of your turn, make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.]
Speed 5 Size Medium
Str 8 (-1) Dex 10 ( 0) Wis 20 (+5)
Con 12 (+1) Int 10 ( 0) Cha 17 (+3)
Racial Abilities Dual Soul, Bastion of Mental Clarity, Telepathy 5
Class Features Channel Divinity, Healer's Lore, Healing Word
Battack Basic Attack None
Branged Ranged Basic Attack {{{BasicRangedAttack}}}
Feats Alchemist, Pacifist Healer, Harbinger of Rebirth
Skills Diplomacy +9, Heal +13, Insight +13, Religion +6
Languages Common
Powers
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.

FluffEdit

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.

MathEdit

Ability Scores Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
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 Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+0 dex/int 0 0 0 0 +6 Chainmail 0 0 1 17
Fortitude-1/+1str/con00000001 12
Reflex+0/+0dex/int00 000001 11
Will+5/+3wis/cha200 000001 18



Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 12 5 0 0 0 0 29 14 7


Surges per Day 8 (Class 7 + Con 1)

AttacksEdit

BasicEdit

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

-1

str Unarmed0-1AC
Basic Ranged

0

dex0000000000



PowersEdit

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 Edit

Channel Divinity

Healer's Lore

Healing Word

Racial Features Edit

Dual Soul

Bastion of Mental Clarity

Telepathy 5


Skills and Languages Edit

Languages Common


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex-1Chainmail10
Arcana 0 int 1 1
Athletics-1str-1Chainmail1-1
Bluff3cha14
Diplomacy53cha19
Dungeoneering5wis16
Endurance1con-1Chainmail11
Heal55wis22115
History0int11
Insight55wis2113
Intimidate3cha14
Nature5wis16
Perception5wis16
Religion50int16
Stealth0dex-1Chainmail10
Streetwise3cha14
Thievery0dex-1Chainmail10



Feats Edit

Alchemist (Bonus Feat)

Pacifist Healer

Harbinger of Rebirth

Regional BenefitsEdit

EquipmentEdit

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 ListEdit

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 Edit

Level 1 Edit

Approval 1 Edit

Approved yet. By Velmont

Approval 2 Edit

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 Edit

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 Edit

Level 2: New feat & Power chosen, Attacks, Defenses & Hit points updated. Treasure & experience applied from [post].

Approval 1 Edit

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 Edit

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 Edit

Not approved for level 2.

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