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Tarkus the Crusader[]

Summary[]

Tarkus the Crusader Player JoeNotCharles
Human Cleric (Good) Level 5 (XP 5622)
Initiative 1
Passive Insight 21 Passive Perception 17; Senses none
HP 46 Bloodied 23 Surge Value 11; Surges Per-Day 9
AC 19 Fortitude 16 Reflex 15 Will 20
Resist none
Speed 5 Size Medium
Str 13 (+3) Dex 8 (-1) Wis 19 (+6)
Con 14 (+4) Int 13 (+3) Cha 15 (+4)
Racial Abilities Bonus Feat, Bonus Skill, Human Defense Bonus, Bonus At-Will Power
Class Features Channel Divinity, Healer's Lore, Healing Word, Ritual Caster
Battack Basic Attack +5 vs AC (Mace), 1d8+1 damage
Branged Ranged Basic Attack none
Feats Ritual Caster, Defensive Healing Word, Pacifist Healer (whenever you hit or miss a bloodied enemy and do damage to it, you are stunned until the end of your next turn), Student of Divine Runes, Healer's Implement, Implement Expertise (Holy Symbol)
Skills Acrobatics 0, Arcana +3, Athletics +2, Bluff +4, Diplomacy +11, Dungeoneering +6, Endurance +3, Heal +11, History +8, Insight +11, Intimidate +4, Nature +6, Perception +7, Religion +8, Stealth 0, Streetwise +4, Thievery 0
Languages Common, Deep Speech
Rituals Gentle Repose, Create Holy Water
Powers
Astral Seal (At-Will Standard Ranged 5 ✦ Divine, Healing, Implement)
Target: One creature
Attack: +11 vs. Reflex (Symbol of Resilience +2)
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 4 hit points.
Gaze of Defiance (At-Will Standard Ranged 5 ✦ Divine, Implement, Psychic)
Target: One creature
Attack: +9 vs. Will (Symbol of Resilience +2)
Hit: 1d8+6 psychic damage (+1d6 on crit), and your allies gain a +1 power bonus to attack rolls against the target until the end of your next turn. If the target attacks you before the end of your next turn, the bonus increases to +3.
Sacred Flame (At-Will Standard Ranged 5 ✦ Divine, Implement, Radiant)
Target: One creature
Attack: +9 vs. Reflex (Symbol of Resilience +2)
Hit: 1d6+5 radiant damage (+1d6 on crit), and one ally you can see chooses either to gain 4 temporary hit points or to make a saving throw.
Exacting Utterance (Encounter Standard Ranged 5 ✦ Divine, Implement)
Target: One creature
Attack: +9 vs Will (Symbol of Resilience +2)
Hit: Until the end of your next turn, the target gains vulnerability 4 to all damage, and any ally who attacks the target gains 4 temporary hit points.
Astral Flare (Encounter Standard Close Burst 3 ✦ Divine, Implement)
Target: Each enemy in burst
Attack: +9 vs Will (Symbol of Resilience +2)
Hit: The target is dazed until the end of your next turn.
Channel Divinity: Divine Fortune (Encounter Free Personal ✦ Divine)
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Special: Only one Channel Divinity power can be used per encounter.
Channel Divinity: Healer's Mercy (Encounter Standard Close burst 5 ✦ Divine, Healing)
Target: Each bloodied ally in burst
Effect: The target can spend a healing surge, and gains an extra 1d6+8 hit points.
Special: Only one Channel Divinity power can be used per encounter.
Healing Word (Encounter Minor (once per round) Close burst 5 ✦ Healing)
Target: You or one ally in burst
Effect: The target can spend a healing surge, and gains an extra 1d6+6 hit points plus a +2 power bonus to all defenses against the next attack made against them before the end of your next turn.
Special: Usable twice per encounter
Moment of Glory (Daily Standard Close blast 5 ✦ Divine, Fear, Implement)
Target: Each enemy in blast
Attack: +9 vs Will (Symbol of Resilience +2)
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain: Minor: The effect persists
Sundered Fortune (Daily Standard Area burst 1 within 10 ✦ Divine,Implement)
Target: Each enemy in burst
Attack: +9 vs Will (Symbol of Resilience +2)
Hit: The target is subject to sundered fortune (save ends): -2 penalty to attack rolls and takes 9 damage each time it hits with an attack or succeeds at a saving throw (including the save against this power).
Effect: The target grants combat advantage until the end of your next turn.
Bless (Daily Minor Close burst 20 ✦ Divine)
Target: You and each ally in the burst
Effect: Each target gains a +1 power bonus to attack rolls until the end of the encounter.
Rune of Mending (Daily Minor Close burst 5 ✦ Divine, Healing, Runic)
Target: You or one ally in burst
Effect: The target can spend a healing surge and gain an additional 1d6+2 hit points. In addition, choose one of the following two effects: Rune of Destruction: You and each ally in the burst gain a +2 power bonus to damage rolls until the end of your next turn. Rune of Protection:. You and each ally in the burst gain a +1 bonus to all defenses until the end of your next turn.
Symbol of Resilience +2 (Daily Free Close burst 10 )
Target: You or one ally in burst
Trigger: You hit with an attack using this holy symbol
Effect: Target can roll a saving throw with a +2 bonus against one effect that a save can end.
Special: +2d6 damage on crit
Hero's Chainmail +1 (Daily Free Personal ✦ Healing)
Trigger: You spend an action point.
Effect: You forgo the bonus to all defenses granted by the armour's property. Instead, an ally within 5 squares of you uses his or her second wind as a free action.
Special: Whenever you spend an action point to take an extra action, you also gain a +2 bonus to all defenses until the end of your next turn.
Ornament of Alertness +1 (Daily Minor Personal )
Effect: Until the end of the encounter, enemies don’t gain the normal +2 bonus to attack rolls when you grant them combat advantage. They still gain any other benefit of combat advantage.
Special: You gain a +1 item bonus to Perception checks.


Fluff[]

Background[]

  • Region: The Imperium (+2 to Diplomacy)

Tarkus was a great orator, able to fire up the crowds with his impassioned sermons. Although not a great warrior personally, he burned with a zeal to carry Juna's standards to war, and his leadership and tactical skills led him to raise high in the ranks of the Imperial army. He led several crusades to bring the Imperial religion to far off lands, and to put down rebellious provinces, becoming known as Tarkus the Crusader.

For his greatest crusade, he persuaded the leaders of the church that he could bring peace to Ea by leading an Imperial Legion to conquer githzerai and githyanki alike and bring them into the Imperium. This plan was controversial and incited arguments in the streets, as Tarkus and the church leaders presented it as a noble and just crusade to aid the innocents who were dying in the war, while others thought that it was nothing but a war of conquest, while still others merely thought it was insane.

As many expected, Tarkus' crusade ended in disaster as the warring factions temporarily united, slaughtered his legions, and then went right back to fighting. He was recalled from Ea in disgrace and called before the high priests. He was stripped of his rank and position in the Church hierarchy, and told to enter a period of fasting to reflect upon his failure. While in contemplation, he received a vision from Juna herself.

The Goddess told him that he had been perverting Her message. His crusades were not just - they were prompted by his own bellicose nature and lust for glory, not by Juna's will. Juna told Tarkus that to truly serve, he must learn the way of peace, not war. The Goddess laid a curse on him, that until his heart became pure, every act of violence he committed would rebound on him. Then she charged him to leave the Imperium and wander the earth, helping others without resorting to violence, until how to serve her peacefully.

Appearance and personality[]

  • Age: 24
  • Gender: Male
  • Height: 6'1"
  • Weight: 180 lb.
  • Alignment: Good

Tarkus is tall and fit, with a hawklike face, close cropped blond hair, and the bearing of a soldier. He wears burnished chain mail and a tabard bearing the Scales of Justice symbol of Juna. His Holy Symbol, a smaller set of scales, hangs from a chain wrapped around his left wrist.

He is arrogant, vain and quick to anger, but truly committed to the cause of justice, and was shocked to discover that smiting what he saw as evildoers was not the way to achieve it.

Hooks[]

Ministats[]

[sblock=L4W Tarkus the Crusader]
Init: +1 Speed: 5 Perception:17 Insight: 21
AC: 19 Fort: 16 Ref: 15 Will: 20
HP: 46/46 Surges: 9/9 Surge Value: 11 AP: 1
Str:13 Con:14 Dex:8 Int:13 Wis:19 Cha:15

Powers:
[color=green] Gaze of Defiance
Astral Seal
Sacred Flame
[/color] [color=red] Second Wind
Exacting Utterance
Astral Flare
Channel Divinity: Divine Fortune
Channel Divinity: Healer's Mercy
Healing Word
Healing Word
[/color] [color=gray] Moment of Glory
Sundered Fortune
Bless
Rune of Mending
[/color] [color=yellow] Symbol of Resilience +2
Hero's Chainmail +1
Ornament of Alertness +1
[/color] [/sblock]

Show Math[]

Ability Scores[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 3 13 0 0 13 1
Con 5 14 2 0 16 3
Dex 0 8 0 0 8 -1
Int 3 13 0 0 13 1
Wis 9 16 2 1 19 4
Cha 5 14 0 1 15 2
Totals 25   10



Attacks[]

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

1

str Mace23AC
Basic Ranged

-1

dex21


  • Melee Basic damage: 1d8+1 = 1d8 (Mace) +1 (Str bonus)
  • Ranged Basic damage: none

Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class -1/1 dex/int 1 Hero's Chainmail +1 6 Chainmail base AC 2 19
Fortitude1/2str/con11Ornament of Alertness +12 16
Reflex-1/1dex/int1 1Ornament of Alertness +12 15
Will4/2wis/cha1 1Ornament of Alertness +12 18



Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative -1 0 0 0 0 2 0 1
Passive Insight 4 2 5 21
Passive Perception 4 1 Ornament of Alertness +1 2 17


Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 14 5 0 46 23 11



Surges per Day 9 (Class 7 + Con 2)

Speed and Movement[]

Speed: 6 (Race 6 - Equipment 1)

Racial Features[]

Human

  • Ability scores: +2 any (Wis)
  • Size: Medium
  • Speed: 6 squares
  • Vision: Normal
  • Languages: Common, one other (Deep Speech)
  • Bonus Feat: gain a bonus feat at 1st level
  • Bonus Skill: gain training in one extra skill from your classes skill list
  • Bonus At-Will Power: gain an extra 1st level at-will attack power from your class
  • Human Defense Bonus: gain a +1 racial bonus to Reflex, Fortitude and Will

Class Features[]

Cleric

  • Channel Divinity: gain the Divine Fortune and Healer's Mercy powers
  • Healer's Lore: When you let a creature spend a healing surge to regain hit points with a Cleric power that has the Healing keyword, add your Wisdom modifier (+4) to the hit points the recipient regains
  • Healing Word: gain the Healing Word power
  • Ritual Casting: gain Ritual Casting as a bonus feat. Begin play with a ritual book containing Gentle Repose and one other 1st-level ritual (Create Holy Water)

Feats[]

  • Class - Ritual Casting
  • Human Bonus - Defensive Healing Word: When you use your Healing Word, the target also gains a power bonus to all defenses equal to your Cha mod (+2) against the next attack made against them before the end of your next turn.
  • Level 1 - Pacifist Healer: When you use a divine power that allows a target to spend a healing surge, the target regains additional hit points equal to 1d6 + your Cha mod (+2). Also, whenever you hit or miss a bloodied enemy and deal damage to it, you are stunned until the end of your next turn.
  • Level 2 - Student of Divine Runes: (Multiclass Runepriest) Once per day, you can use the Runepriest's Rune of Mending power.
  • Level 4 - Healer's Implement: When you let a creature spend a healing surge to regain hit points with a cleric healing power, add your holy symbol's enhancement bonus to the number of hit points the target regains.
  • Level 5 Expertise bonus - Implement Expertise (Holy Symbol): Gain a +1 feat bonus to attack rolls to any implement power you use through a holy symbol.

Skills and Languages[]

Languages Common, Deep Speech



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics-1dex-1Chain mail armour20
Arcana 1 int 2 3
Athletics1str-1Chain mail armour22
Bluff2cha24
Diplomacy52cha2Imperium regional bonus211
Dungeoneering4wis26
Endurance2con-1Chain mail armour23
Heal54wis211
History51int28
Insight54wis211
Intimidate2cha24
Nature4wis26
Perception4wis1Ornament of Alertness +127
Religion51int28
Stealth-1dex-1Chain mail armour20
Streetwise2cha24
Thievery-1dex-1Hide armour20



Powers[]

Powers Known[]

  • Level 1 At-Will Attack: Gaze of Defiance
  • Level 1 At-Will Attack: Astral Seal
  • Level 1 At-Will Attack: Sacred Flame
  • Level 1 Encounter Attack: Exacting Utterance
  • Level 1 Daily Attack: Moment of Glory
  • Level 2 Utility: Bless
  • Level 3 Encounter Attack: Astral Flare
  • Level 5 Daily Attack: Sundered Fortune

Powers to Hit[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
All Implement attacks +4 Wis 1 Implement Expertise 2 Holy Symbol of Resilience +2 0 0 2 9 Will or Reflex
Astral Seal +6 Wis+2 1 Implement Expertise 2 Holy Symbol of Resilience +2 0 0 2 11 Reflex


Equipment[]

Items Carried[]

Equipment Name Price Weight Notes
Ritual Book 50 gp 3 lb
Adventurer's Kit 15 gp 33 lb
Mace 5 gp 6 lb
10 Mystic Salves 1 gp each Heal ritual components
20 Sanctified Incense 1 gp each Religion ritual components
Hero's Chainmail +1 520 gp 40 lb
Symbol of Resilience +2 2660 gp 1 lb
Ornament of Alertness +1 680 gp 1 lb
Sack of gold 165 gp 3 lb


  • Weight carried: 87 lb
  • Normal load: 130 lb = 13 (Str) x 10
  • Heavy load: 260 lb = 13 (Str) x 20
  • Maximum drag load: 650 lb = 13 (Str) x 50

Items in Storage[]

Equipment Name Price Weight Notes

Total value of items carried and in storage: 4125 gp

Wish List[]

Tracking[]

Items[]

Started with 100 gp.

Spent:

  • Ritual book (free from class feature)
  • Adventurer's Kit (15 gp)
  • Mace (5 gp)
  • 10 Mystic Salves (10 gp)
  • 20 Sanctified Incense (20 gp)
  • Chain mail (40 gp)
  • Holy Symbol (10 gp)

Total: 0 gp remaining

Gained:

  • Cashed in 10 DM credits for 1260 gp
  • Sold Chain Mail for 8 gp
  • Sold Holy Symbol for 2 gp

Total: 1270 gp remaining

Spent:

  • Symbol of Resilience +1 (520 gp)
  • Hero's Chain Mail +1 (520 gp)

Total: 230 gp remaining

Gained:

Total: 2765 gp remaining

Spent:

  • Symbol of Resilience +2 (2660 gp)

Total: 105 gp remaining

XP[]

Level 1[]

Cashed in 10 DM credits for 1670 XP

Level 2[]

Earned 1835 XP (http://www.enworld.org/forum/living-4th-edition/297819-night-four-seasons-dm-renau1g-judge-ozymandias79-35.html#post5485123)

Level 3[]

Earned 2317 XP (http://www.enworld.org/forum/living-4th-edition/297819-night-four-seasons-dm-renau1g-judge-ozymandias79-54.html#post5695920)

Changes[]

Level 3[]

  • +5 hit points
  • Learned level 3 encounter attack power: Astral Flare
  • Retrained level 2 utility power: Angelic Witnesses -> Bless

Level 4[]

  • +1 Charisma, +1 Wisdom
  • Learned feat: Healer's Implement

Level 5[]

  • Learned level 5 daily attack power: Sundered Fortune
  • Learned bonus Expertise Feat: Implement Expertise (Holy Symbol)
  • Retrained level 1 daily power: Font of Tears -> Moment of Glory

    Judge Comments[]

    Level 5[]

    Approval 1[]

    Approval from TwoHeadsBarking:

    • Summary: In your power descriptions, you should remove the wording describing how you got to a certain number. In other words, don't show your work; just show the answer.
    • Summary: Sacred Flame should be giving more temp hp.
    • Skills: You're missing your training in History.

    Minor, so approved.

    Approval 2[]

    Status[]

    Waiting for approval for level 5.

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