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Summary Edit

VelmontRiver
XP 26199Male Longtooth Shifter Knight Hospitaler Cleric Miracle Worker 11
Medium natural humanoid
Initiative +5; Senses Passive Insight 25, Passive Perception 21
HP 75, Bloodied 37, Surge Value 18, Surges 10
AC 25; Fortitude 17, Reflex 18, Will 23
Speed 6
BasicMeleeMedic Dagger +1 (Standard; at-will)
+10 vs AC; 1d4+2
BasicRangedMedic Dagger +1 (Standard; at-will)
+8 vs AC; 1d4
RangedAstral Seal (Standard; at-will) ✦ Divine, Healing, Implement
Ranged 5, +15 vs Refl; Until the end of your next turn, the target takes -2 penalty to all defenses. The next ally who hit it before the end of your next turn regains hit points equal to 7 and can make a saving throw
RangedSacred Flame (Standard; at-will) ✦ Divine, Implement, Radiant
Ranged 5; +13 vs Reflex; 1d6+7 radiant damage, and one ally you can see choose either to gain temporary hit points equals to 9 or to make a saving throw.
Longtooth Shifting (Minor; You must be bloodied; encounter) ✦ Healing
Effect: Until the end of the encounter, you gain a +2 bonus to damage roll. In addition, while you are bloodied, you gain regeneration 4.
Divine Fortune (Free; Channel Divinity; encounter) ✦ Divine
Effect: You gain +1 to the next attack roll or saving throw until the end of your next turn. Also, an ally within 10 squares of you regain 5 hp.
CloseHealer's Mercy (Standard; Channel Divinity; encounter) ✦ Divine, Healing
Close Burst 5; Each bloodied allies within burst can spend a healing surge and regains 2d6+14 additional hit points. They can also makes a saving throw. One target regains an extra 1d6 hit points. Also, an ally within 10 squares of you regain 5 hp. You are weaken until the end of your next turn.
CloseHealing's Word (Minor; encounter) ✦ Healing
Close Burst 10; Effect: One ally in burst can spend an Healing Surge and gains an additional 3d8 + 3d6 + 14 hit point. He can also makes a saving throw. Special: You can use this power twice per encounter
CloseShield of Devotion (Immediate Reaction; encounter) ✦ Divine, Healing
Close Burst 5; Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally. Effect: The target regains 11 hit points. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target. Special: You can use this power twice per encounter
RangedProphetic Guidance (Standard; encounter) ✦ Divine, Implement
Range 5; Effect: The target grants combat advantage until the end of your next turn, and your allies gain a +5 power bonus to damage rolls against the target until the end of your next turn. The next ally who misses the target before the end of your next turn can reroll the attack.
CloseHymn of Resurgence (Standard; encounter) ✦ Divine, Implement
Close Blast 5; +13 vs. Fort; Until the end of your next turn, the target takes -2 to all defenses and if an ally hit him, the target is knocked prone. Effect: Each allies within the burst choose to gains 5 temporary hit points or to make a saving throw.
RangedDenunciation (Standard; encounter) ✦ Divine, Implement
Range 5; +13 vs. Will; Until the end of your next turn, the target is dazed and takes a penalty of -4 to attack rolls and all defenses.
CloseWord of Vigor (Minor; encounter) ✦ Divine, Healing
Close Burst 1; You and each ally in burst can spend a healing surge and regain 5d6 + 14 additional hit points and can make a saving throw.
RangedReversal of Fortunes (Immediate Reaction; encounter) ✦ Divine, Implement
Range 5; Trigger: An enemy within 5 squares of you hits your ally adjacent to it. Attack: +13 vs. Fort; Hit: 2d10 + 7 modifier damage. The ally hit by the triggering enemy’s attack can spend a healing surge and regain 2d10 + 3d6 + 14 additional hit points and can make a saving throw.
MeleeVirtue's Touch (Minor; daily) ✦ Divine
Melee Touch Effect: You remove one condition from the target: blinded, dazed, deafened, slowed, stunned, or weakened.
CloseMoment of Glory (Standard; daily) ✦ Divine, Fear, Implement
Close blast 5; +13 vs Will; Each enemy in blast are pushed 3 squares and are knock down prone. Effect: You and each allies in the blast gain resist 5 to all damage until the end of the next turn. Sustain Minor: The effect persists.
MeleeReturn from Death's Door (Standard; daily) ✦ Divine, Healing
Trigger: An ally within 20 squares of you fails a death saving throw Effect: The target succeeds on the death saving throw and can spend a healing surge and regains an extra 3d6+14 and can make a saving throw.
RangedIron to Glass (Standard; daily) ✦ Divine, Implement
Ranged 10; +13 vs Refl. Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10. Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.
Stream of Life (Standard; daily) ✦ Divine, Healing
You take ongoing damage 5 (save ends). This damage can't be reduced by anyway. At the end of your turn, you can choose to not make the save against the ongoing damage. Each time you take ongoing damage an ally within 5 squares regain 16 hit points and can make a saving throw
Dismissal (Standard; daily) ✦ Divine, Implement, Teleportation
Ranged 10; +13 vs Will. Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. It takes an additional -1 penalty to his first saving throw. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space. Aftereffect: The target is dazed until the end of its next turn. Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Medic Dagger +1
Critical: +1d6 radiant damage. Property: When you use a Channel Divinity power during combat, an ally within 10 squares of you regains an amount of hit points equal to your Charisma modifier plus this weapon’s enhancement bonus. Power (Daily): Standard Action. Gain one additional Channel Divinity during this encounter.
Symbol of Perseverance +2
Critical: +2d6. Power (Daily ✦ Healing): Free Action. Use this power after you hit with an attack that have been delivered by this holy symbol. A dying ally within 20 squares of you regains hit points as if he had spent an healing surge and an additional 3 hit point (Symbol Enhancement + Healer's Brooch)
Healer's Brooch +1
Property: When you use a power that enable you or an ally to regain hit points, add the brooch enhancement bonus to the hit points gained.
Healer's Finemail +2
Property: When you use a power that enable you or an ally to regain hit points using a Healing Surge, add the armor enhancement bonus to the hit points gained.
Glove of the Healer
Property: When you use a power that lets one or more creatures spend a healing surge to regain hit points, one target regains an extra 1d6 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.
Battleforged Light Shield
Power (Daily ✦ Healing): Free Action. Use this power when an ally adjacent to you regains hit points. That ally regains additional hit points as though it had spent a healing surge.
Battlestrider Greaves
Property: You gain a +1 item bonus to speed while wearing heavy armor.
Whispers from Beyond
Property: You gain a +1 item bonus to initiative and Perception checks. Power (Daily): Immediate Interrupt. Trigger: An enemy enters a square adjacent to you. Attack: Melee 1 (triggering enemy); +14 vs. Will. Hit: The target grants combat advantage and takes a -2 penalty to attack rolls that include you as a target until the end of your next turn.
Phrenic Crown
Property: Whenever you attack a creature’s Will defense, the target of that attack takes a -1 penalty to the first saving throw it makes against an effect imposed by that attack.
Battle Standard of Healing
'Power (Encounter ✦ Healing, Zone): Standard Action. When you plant this battle standard in your space or in an adjacent square, it create a zone of healing energy in a close burst 5. Whenever you or an ally spend a healing surge while in the zone, you and all allies in the zone regain 1 hit point. This effect last until the end of the encounter, or until the battle standard is removed from the ground. Any character in or adjacent of the battle standard's square can remove it from the ground as a standard action.


Alignment Lawful Good; Languages Common, Elven
Str 13 (+1)Dex 9 (-1)Wis 21 (+5)
Con 13 (+1)Int 13 (+1)Cha 19 (+4)
Skills Athletics +7, Diplomacy +14, Endurance +7, Heal +19, Insight +15, Intimidate +14, Religion +13
Feats Ritual Caster, Mark of Healing, Pacifist Healer, Healer's Implement, Pacifist's Reward, Soldier of Virtue, Durable
Equipment Symbol of Perseverance +2, Healer's Brooch +1, Healer's Finemail +2, Medic Dagger +1, Battleforged Light Shield, Battlestrider Greaves, Gloves of the Healer, Phrenic Crown, Phylactery of Divinity, Whispers from Beyond, Battle Standard of Healing, adventurer's kit, Ritual Book, Healing Salves (10); 576gp
Rituals Brew Potion, Comrade`s Succor, Gentle Repose, Remove Disease, Remove Affliction, Raise Dead


Character Information Edit

Background Edit

River is born in a small village of Cyre. He was raised there among a family of hunter. He was living with his father, mother, two brothers, a sister, an uncle, an aunt and two cousin. Most of the villages were humans and were farmers, but a small minority of shifters had established themselves and had develop a trade of hunter, skinner and leather workers. Those shifter had come to find a way of survival, as there nomadic tribe had been vanquish by another tribe, and had to exile themselves or die. River was one of the first born on the Cyre ground among the shifter, so he never knew the nomadic live of his parents, but that didn't prevent him to learn the trade of his family. He was near his majority when something unusual happen, a dragon mark appear on his skin. It was a rare event at that time to see a shifter with a mark. His mark was the mark of healing, usually seen on the halfling of house Jorasco. It didn't changed much his life. He kept working as a leatherworker and sometimes, he was helping the priest of the Sovereign Host when the flu spread, but nothing much.

But war came. At first, the small village wasn't in a war zone, so life didn't changed. But one day, refugee of near villages start to come, and then a unit of soldiers, with many wounded. Among them was a member of House Jorasco. When the halfling find out a shifter with the mark of healing, he was amazed. But with the war, talents as his couldn't be put aside because of the unusual circumstances, so the halfling convince River to follow the step of the Sovereign Host and heal the wounded in battle.

During the war, River travel form battlefield to battlefield to find out the wounded and healed them so they would come back to there homeland. He has seen death and destruction more he would have wished. While he was traveling the lands with his banner, a sign of neutrality in the war, his family was forced to join the ranks of the army.

River was in Sharn when the sad day came, taking care of some badly crippled soldiers. News had spread quickly. Cyre was no more. The Mournland had left a scare in River's heart as deep as all the death he had seen in the last years. He heard there had been some survivors. Since that day, he has continued to heal the wounded of that war, but he also tried to gain contact with his family, without success.

Appearance Edit

Age: 31 Gender: Male Height: 5'11" Weight: 167 lbs.

Personality Edit

Alignment: Lawful Good

Hooks Edit

  • Find his family

Kicker Edit

  • Destruction of his village in Cyre

Other Sections Edit

Equipment Edit

Equipment Name Price Weight
Healer's Finemail +2 360gp 40lbs
Symbol of Perserverance +2 2600gp -lbs
Battle Standard of Healing 680gp -lbs
Healer's Brooch +1 840gp -lbs
Phylactery of Divinity 1800gp -lbs
Battleforged Light Shield 840gp 6lbs
Medic Dagger +1 840gp 1lbs
Gloves of the Healer 13000gp -lbs
Battlestrider Greaves 13000gp -lbs
Phrenic Crown 2600gp -lbs
Whispers from Beyond 4200gp -lbs
Adventurer's Kit 15gp 33lbs
Mystic Salves (10) 10gp -lbs
Ritual Book 50gp 3lbs

Coins: 556gp

Encumbrance: 83lbs Normal Load: 120lbs Heavy Load: 240lbs Maximum Drag Load: 600lbs

Wishlist Edit

Any items that boost healing, or raise the survival chance of River or his companions. Try to avoid anything that deals damage.

Math Edit

Attributes Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 2 1 13 1
Con 2 12 0 1 13 1
Dex 0 8 0 1 9 -1
Int 2 12 0 1 13 1
Wis 9 16 2 3 21 5
Cha 9 16 0 3 19 4
Totals 22   11


Attacks Edit

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

1

str 1Expertise57AC
Basic Ranged

-1

dex1Expertise55AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class -1/1 dex/int 10 Healer's Finemail +2, Battleforged Light Shield 5 25
Fortitude1/1str/con1Healer's Brooch5 17
Reflex-1/1dex/int 2Healer's Brooch, Battleforged Light Shield5 18
Will5/4wis/cha2 1Healer's Brooch5 23


Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative -1 0 0 0 0 0 1 Whispers from Beyond 5 0 5
Passive Insight 5 0 0 0 0 0 0 0 5 5 25
Passive Perception 5 0 0 0 0 0 1 Whispers from Beyond 5 0 21

Senses: Low-light

Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 12 5 0 0 0 74 37 18


Surges per day: 10 (7 class, + 1 Con + 2 Feat)

Speed and Movement Edit

Speed: 6 (-1 from armor, +1 from Battlestride Greaves)

Racial Features Edit

Longtooth Shifter (EPG)

  • +2 Str, +2 Wis
  • +2 Athletics, +2 Endurance
  • Languages: Common, Choice of one language
  • Longtooth Shifting
  • Vision: Low-light
  • Size: Medium
  • Speed: 6

Class Features Edit

Cleric

  • Channel Divinity: Allow to use only one Channel Divinity power per encounter, regardless of the number of Channel Divinity power you have access.
  • Healer's Lore: When you grant healing with one of your cleric powers that has the healing keyword that allow to spend an healing surge, add your Wisdom modifier to the hit points the recipient regains.
  • Healing Words: Encounter power to heal. Can be use twice per encounter.
  • Ritual Casting: Ritual Casting feat for free.

Paragon Path Feature Edit

Miracle Worker

  • Miracle Worker Healing Action (11th level): When you spend an action point to use a divine healing power, each ally adjacent to you regains hit points equal to 1d6 + your Wisdom modifier.
  • Word of Life (Miracle Worker) (11th level): When you use your healing word power, you roll d8s instead of d6s for the additional hit points restored.

Feats Edit

Background Edit

Jorasco Medic: +2 Heal.

Background Edit

Knight Hospitaler:

  • Gain Shield of Devotion. Can be use twice per day.
  • River can ask lodging and food from House Jorasco and his request should be decline only on the most unusual circumstances.

Skills and Languages Edit

Languages: Common, Elven



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics-1dex-1Chainmail53
Arcana 1 int 5 6
Athletics1str2-1Chainmail57
Bluff4cha59
Diplomacy54cha514
Dungeoneering5wis510
Endurance1con2-1Chainmail57
Heal55wis2Jorasco Medic Background2Phylactery of Divinity519
History1int56
Insight55wis515
Intimidate54cha514
Nature5wis510
Perception5wis1Whisper of the Beyond511
Religion51int2Phylactery of Divinity513
Stealth-1dex-1Chainmail53
Streetwise4cha59
Thievery-1dex-1Chainmail53


Powers Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Astral Seal +5 Wis 2 1 Expertise 2 Symbol of Perserverance +2 0 0 5 15 Reflex
Sacred Flame +5 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 5 13 Reflex
Hymn of Resurgence +5 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 5 13 Will
Moment of Glory +5 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 5 13 Will
Denunciation +5 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 5 13 Will
Dismissal +5 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 5 13 Will
Reversal of Fortunes +5 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 5 13 Will
Iron to Glass +5 Wis 1 Expertise 2 Symbol of Perserverance +2 0 0 5 13 Refl


Tracking Edit

Money Edit

Treasure Edit

XP Edit

Starting XP: 3750 XP Trouble in Moonwatch: 2048 XP, 583 XP, 1200 XP (From Reward Points), 2578 XP, 2400 XP (From Reward Points), 600XP (From DM Reward Points), 3500XP (From DM Reward Points), 4000XP (From DM Reward Points), 4040 XP, 1500 XP (From Reward Points)

Reward Points Edit

Trouble in Moonwatch: 4 RP, 2 RP, -6 RP (at lvl 5 for 1200XP), 8 RP , -8RP (at level 7 for 2400 XP), 10 RP, -3RP (at level 10 for 1500 XP)

Reward Points: 7 RP

Changes Edit

2009/07/16: Created


2009/12/21: Level 5

2010/02/15: Level 6 (Retained Beacon of Hope for Moment of Glory)

2010/10/07: Level 7 (Retrained Halo of Consequence for Consecrated Ground)

2010/10/07: Level 8 (Retained Life Transferance for Return from Death's Door)

2010/10/07: Level 9 (Retained Bane for Prophetic Guidance [new material])

2010/10/07: Level 10

2010/08/16: Level 11 (Retrained Consecrated Ground for Iron to Glass)

Judge Comments Edit

Level 4 Edit

Approval 1 Edit

Approved for Level 4 by Ukingsken

Approval 2Edit

Approved for 4th level with 3,750 xp by renau1g:

Overhaul Edit

I've changed two feats and 5 powers, all now coming from Divine Power. Also, Charisma have an heavier effect on this build, so I've lowered Str and Con to boost Charisma. Now it fits even better the starting concept.

Approval 1 Edit

Comments from TwoHeadsBarking:

  • Summary: You should remove the "half level + Cha" from Sacred Flame and just leave the number.
  • Summary: Under Life Transference, you should remove the "your healing surge value" and replace it with the number.
  • Equipment: You forgot to update your encumbrance values.
  • Defenses: Your Fort is 1 point too high (it's correct in your summary).

Small stuff, so approved.

Approval 2Edit

Approved by renau1g

Level 5 Edit

Approval 1 Edit

Approval by EvolutionKB

Approval 2 Edit

Approval by renau1g

  • Note: in the math section our hp was wrong, I corrected (still had level 4 there)

Level 6 Edit

Approval 1 Edit

Approval by renau1g

Looks good Velmont

Approval 2 Edit

Approval by EvolutionKB

Looks good.

Level 11 Edit

Approval 1 Edit

Approval from renau1g:

  • Math - Powers to hit - should add Iron to Glass here.
  • Math - Attributes - Missing the level bonus to Dex
  • Equipment - Encumbrance - should be 83 lbs.
  • Class Features - Can you add the MIracle Worker PP features here?

None of this is major, so approved

Approval 2 Edit

Status Edit

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