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Summary Edit

NeuroticVenakhad
XP 20522Male Kalashtar Ordained Priest Cleric 10
Medium natural humanoid
Initiative +8; Senses Passive Insight 31, Passive Perception 22
HP 69, Bloodied 34, Surge Value 17, Surges 8
AC 24; Fortitude 18, Reflex 19, Will 24
Saving Throws +0
Speed 6
MeleeMelee Basic Attack (Standard; at-will) ✦ [Weapon]
+9 vs AC 1d8+1 damage; Critical: +1d6 radiant damage with Medic's Mace
RangedAstral Seal (Standard; at-will) ✦ [Divine, Healing, Implement]
Range 5, +16 vs. Reflex; Until the end of Venakhad's next turn, the target takes a -2 penalty to all defenses. Next ally who hits the target before the end of Venakhad's next turn regains 7 hit points.
RangedSacred Flame (Standard; at-will) ✦ [Divine, Healing, Implement]
Range 5, +14 vs. Reflex; 1d6 + 7 radiant damage, and one ally Venakhad can see chooses either to gain either 8 temporarily hits points or to make a saving throw.
CloseDivine Glow (Standard; encounter) ✦ [Divine, Implement, Radiant]
Close blast 3, +14 vs Ref Hit: 1d8 + 7 radiant damage Effect: Allies in the blast gain +2 power bonus to attack rolls TENT
CloseHealing Word (Minor; Twice per encounter, once per round; encounter) ✦ [Divine, Healing]
Close Burst 5, Venakhad or one ally in burst; Effect: The target can spend a healing surge and regain an additional 1d6 + 7 hit points. Target also gains +2 to all defenses TENT (Shielding word feat).
CloseHealer's Mercy (Standard; Channel Divinity; encounter) ✦ [Divine, Healing]
Close burst 5, Venakhad and each bloodied ally in burst; Effect: Each target can spend a healing surge and regain additional 7 hit points. Venakhad is weakened until the end of his next turn.
Divine Fortune (Free; Channel Divinity; encounter) ✦ [Divine]
Effect: Venakhad gains a +1 bonus to his next attack roll or saving throw before the end of his next turn.
CloseBastion of Mental Clarity (Immediate Interrupt when An enemy hits or misses Venakhad with an attack against his Will.; encounter) ✦ [Racial power]
Close burst 5; Target: Each ally in burst Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
CloseMoment of glory (Standard; daily) ✦ [Divine, Fear, Implement]
Close blast 5; +14 vs Will; Hit: push target 3 squares, Effect: Venakhad and allies in the blast gain resist 5 to all damage TENT, Sustain Minor: Effect persists
Return From Death's Door (Immediate Interrupt when An ally withing withing 20 squares fails a death saving throw; daily) ✦ [Divine, Healing]
Target succeedes on death saving throw and can spend a healing surge and regain extra 7 hp
CloseHymn of Resurgence (Standard; encounter) ✦ [Divine, Implement]
Close blast 5, +14 vs. Fort; Each enemy in blast takes a -2 penalty to all defenses. When any ally hits the target before the end of Venakhad's next turn, the target is knocked prone.
Effect
Each ally in the blast can choose either to gain 5 temporary hit points or to make a saving throw.
RangedIron to Glass (Standard; daily) ✦ [Divine, Implement]
Ranged 10, +14 vs. Ref;
Hit
Until the end of the encounter the target takes -4 penalty to melee damage rolls. Whenever the target hits with melee attack, penalty worsens by 2 to maximum of -10.
Miss
Until the end of the encounter the target takes -2 penalty to melee damage rolls. Whenever the target hits with melee attack, penalty worsens by 1 to maximum of -5.
RangedPrescient Maneuver (Immediate Interrupt when Enemy moves willingly on it's turn within 5 squares of Venakhad; encounter)
Venakhad shifts 3 squares


RangedShinning Symbol (Standard; encounter) ✦ [Divine, Implement, Radiant]
Close blast 3, +14 vs. Will;
Hit
1d8+7 radiant damage and the target takes -2 penalty to attack rolls TENT
RangedPeacemakers Light (Standard; encounter) ✦ [Cold, Divine, Radiant]
Close burst 2; The next time each target hits or misses Venakhad or one of his allies with an attack before the end of it's next turn, it takes 10 cold and radiant damage.
RangedBlade Barrier (Standard; daily) ✦ [Conjuration, Divine, Implement]
Area wall 5 within 10 squares
Effect
Venakhad conjures a wall of spinning astral blades hat lasts TENT. The wall can be up to 2 squares high. The wall squares are difficult terrain. Any creature that enters the wall or starts its turn there takes 3d6+5 damage plus ongoing 5 damage (save ends). Sustain minor: The wall persists until TENT
CloseReverent Mettle (Immediate Interrupt when An ally within 5 squares takes damage from an attack; encounter) ✦ [Divine]
Close burst 5
Effect
Reduce the triggering attack's damage by 8. Special: When Venakhad uses his Channel Divinity power he regains the use of reverent mettle
Symbol of the Holy Nimbus +2
Critical: +2d6. Property: When healing word is used Venakhad and allies withing 5 squares get 5 temporary hit points
Healer's Brooch +1
Property: +1 NADs. When Venakhad uses power that regains hit points to the target(s) add +1 to regained value.
Medic's Mace +1
Critical: +1d6 radiant damage, Property: when Venakhad uses Channel Divinity power one ally within 10 squares regains 4 hp., Daily power: standard action: regain use of Channel Divinity for this encounter.
Rebuking Finemail +2
Property: When Venakhad hits an enemy with divine attack power he gains +1 to all defenses against that enemy TENT


Helm of Battle
Property: Venakhad and allies within 5 squares of him get +1 item bonus to initiative checks
Spell Anchors
Daily Free Action: Sustain one power that normally requires a minor action to sustain.
Channel Divinity
Once per encounter Venakhad can invoke divine power, filling himself with the might of his patron deity. Regardless of how many different users for Channel Divinity Venakhad knows, he can use only one such ability per encounter.
Healer's Lore
When Venakhad lets the creature spend a healing surge o regain hit points with one of his cleric powers that has the healing keyword, he adds his Wisdom Modifier (+5) to the hit points the recipient regains.
Healing Word
Venakhad can use the Healing Word encounter power twice per encounter.
Ritual Casting
Venakhad gains the Ritual Caster feat as a bonus feat, allowing his to use magical rituals.
Ritual Book
Venakhad possess a ritual book, and it contains two rituals he has mastered: the Gentle Repose ritual and one other 1st-level ritual (Comrade's Succor).
Dual Soul
At the start of Venakhad 's turn, he can make a saving throw against each effect currently rendering him dazed or dominated. If he fails the saving throw, he does not make a saving throw against the effect at the end of his turn.
Telepathy 5
Venakhad can communicate with any other creature that has a language and is within line of sight and within 5 squares of him; this allows for two-way communication.
Ordained Priest level 5
Venakhad gains +2 power bonus to Religion and Insight checks
Alignment Good; Languages Common
Str 10 (+0)Dex 14 (+2)Wis 21 (+5)
Con 12 (+1)Int 8 (-1)Cha 17 (+3)
Skills Diplomacy +13, Heal +15, Insight +21, Religion +11
Feats Ritual Caster, Shielding Healing Word (target gets +2 all defenses TENT on healing word), Healer's Implement (add 1 hp to the value regained through Vs powers), Coordinated Explosion (+1 to hit if ally is in the area), Last Legion Officer (Healing word target shifts one or gains +2 AC & Ref TENT), Improved Defenses (+1 NADs), Accurate Symbol
Equipment Accurate Symbol of the Holy Nimbus +2, Rebuking Fine Mail +2, Healer's Brooch +1; Medic's Mace +1, Helm of Battle, adventurer's kit; Spell Anchors, 2543 gp
Rituals Gentle Repose, Comrade's Succor


Character Information Edit

Background Edit

Venakhad was born in small temple in Cyre during The Last War. Their was always path of peace, of healing, of defense and kalashtar monks did their best to aid the injured,homeless and disturbed. It lasted for all of his young life, this watching of suffering and, helped along with the unusually strong quory he followed his clan's teachings. He took healing to heart and ever was he a pacifist. He could swear The Quory talked to him. He was sure that the reason for this was two-fold: first, this particular spirit was one of the leaders of the exodus, powerful even among his own kind. And second, very few vessels survived so he was less divided then most.

Pacifism of young Venakhad ended when Dreaming Dark came in the night. Screaming and destruction were undelibly burned into young part of Venakhad's psyche. All kalashtar and all who didn't or couldn't run fast enough were killed. The luck, if one could call it such, was with the temple as several units of Cyre cavalry rode in just before sunrise, bringing their own wounded, and more importantly, their own healers with them. They drove off few remaining attackers and began greasly task of finding the living and burrying the dead. Venakhad lived, but with the throat cut, he couldn't hope to survive until they find him or call out even if he was concious. Somehow, impossibly, the spirit within found a way to lift his hand. More of a twitch, but that was enough. One of halfling healers noticed it and sped toward him, bringing the boy from the brink of death. Halfling was Ostran Jorasco, one of many Jorasco marked healers found across the battlefields. He took the boy and nursed him to health. The child grew up, silent except for his mind contacts as speaking always hurt and always sounded rasping and unpleasant. He used his voice when he had to, to be heard by more then one person, but in general, he used his telepathy for every day communication.

One thing Ostran changed in the boy was the view that all life is sacred. There was right to defend yourself, there was right to hurt others to protect your own. And there was more then one one power in the world. Ill-Yannah, The Great Light was abstract force. Dol Arrah was a person. Uncommunicative, but real. Definite. The boy was adopted into Jorasco family and lived for next few years learning. On the Day of Mourning he was out of Cyre traveling with his mentor. The chance had it they were returning from Q'Barra, and on their way back then it happened. Ostran wanted to go through the pass and into the mist, but after approaching and being beset by undead even he and his young apprentice couldn't banish all they retreated. For the next few years things settled, they helped and healed and rode out to The Mist to keep the ghosts at bay.

One day, there was contact again with the agent of the Inspired. Q'Barra, friendly with them and in the need of help was not a good place for Kalashtar to be. Ostran paid the trip to mainland and after arriving at Sharn they went their separate ways. Ostran was to contact his House for new job and Venakhad was to lay low in a tavern where nobody was out of place. Tower Shard Tavern.

Appearance Edit

Age: 20 Gender: Male Height: 6' Weight: 160 lbs.

Personality Edit

Venakhad's personality is dominated by two forces, strong quory spirit which pushes him to action, to activity and pacifistic and passive teachings of his childhood. Thanks to the tragedy and teachings of House Jorasco, young kalashtar is currently much more proactive in cleansing the world of darkness. Healing without action is only prolonging suffering, those who made people suffer need to be punished.

Alignment: Good


Hooks Edit

Find out who betrayed kalashtar from the temple
Spoil any and all schemes of Dreaming Dark, Inspired
Mend the wounds of Cyrans to the best of his ability (mental and spiritual, not physical)
Spoil any and all schemes of undead loving organisation (Karnath, Emerald Claw, Blood of Vol)

Kicker Edit

Left alone by his patron, he awaits further development

Equipment Edit

Equipment Name Price Weight
Symbol of the Holy Nimbus +1 840gp -
Hide Armor +1 360gp 25lbs
Healer's Brooch +1 840gp -
[Helm of Battle] 0gp -
Medic's Mace +1 gp 6
Adventurer's Kit 33gp 15lbs
Ritual Book 50gp 3lbs

Coins: 2543gp

Encumbrance: 67lbs Normal Load: 100lbs Heavy Load: 200lbs Maximum Drag Load: 500lbs

Math Edit

Attributes Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 0 0 10 0
Con 2 12 0 0 12 1
Dex 3 13 0 1 14 2
Int 0 8 0 0 8 -1
Wis 12 17 2 2 21 5
Cha 5 14 2 1 17 3
Totals 22   10


Attacks Edit

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

0

str +1LEB Expertise+3Medic's Mace +159AC
Basic Ranged

2

dex+1LEB Expertise58AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +2/-1 dex/int 0 +9 Rebuking Finemail +2 5 24
Fortitude+0/+1str/con0+1Improved Defenses+1Healer's Brooch +15 18
Reflex+2/-1dex/int0+1 Improved Defenses+1Healer's Brooch +15 19
Will+5/+3wis/cha+2+1 Improved Defenses+1Healer's Brooch +15 24


Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 2 0 0 0 0 0 1 Helm of Battle 5 0 8
Passive Insight 5 2 Ordained Priest +2 +2 Mental Bastion Background 0 0 5 +5 31
Passive Perception 5 0 0 +2 0 0 0 0 5 0 22

Senses: None

Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 12 5 0 0 0 69 34 17


Surges per day: 8 (7 class, +1 Con)

Speed and Movement Edit

Speed: 6 (Racial 6)

Racial Features Edit

Kalashtar (EPG)

  • +2 Wis, +2 Cha
  • +2 Insight, +2 Any (Perception)
  • Languages: Common, Quory
  • Bastion of Mental Clarity racial power
  • Dual Soul: Make saves vs. dazed and dominated at the start of his turn instead of the end.
  • Telepathy 5: Two way telepathic communication within 5.
  • Size: Medium
  • Speed: 6

Class Features Edit

Cleric (PH1)

  • Channel Divinity: Invoke a channel divinity class feature or other power; encounter.
  • Healer's Lore: Add Wis modifier to hp healed on cleric healing powers.
  • Healing Word: Use healing word as an encounter (special) power; minor action.
  • Ritual Casting: Ritual Casting for free.

Theme Ordained Priest features Edit

  • Shinning Symbol power
  • at 5th, +2 power bonus to Insight and Religion
  • at 10th +1 power bonus to saving throws to allies adjacent to Venakhad

Feats Edit

  • bonus: Ritual Caster
  • 1st: Shielding Word - +2 to defenses to target of Healing Word TENT
  • 2nd: Healer's Implement - +1 to healing values
  • 4th: Coordinated Explosion - +1 to hit with allies in the area of effect
  • 6th: Last Legion Officer - when Venakhad's power enables an ally to spend a surge, that ally can choose to shift 1 square as free action or gain +2 AC and Ref bonus until start of allies next turn.
  • 8th: Improved Defenses - +1 feat bonus to NADs
  • 10th: Superior Implement (Accurate Symbol)

Background Edit

Mental Bastion (Eberron): +2 Insight

Skills and Languages Edit

Languages: Common, Quory


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics+2dex-1Rebuking Finemail +256
Arcana -1 int 5 4
Athletics+0str-1Rebuking Finemail +254
Bluff+3cha58
Diplomacy+5+3cha513
Dungeoneering+5wis00000510
Endurance+1con-1Rebuking Finemail +255
Heal5+5wis515
History-1int54
Insight+5+5wis+2+2Mental Bastion Background+2Ordained priest521
Intimidate+3cha58
Nature+5wis510
Perception+5wis+2512
Religion+5-1int+2Ordained Priest511
Stealth+2dex-1Rebuking Finemail +256
Streetwise+3cha58
Thievery+2dex-1Rebuking Finemail +256


Powers Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Astral Seal +5 Wis +2 Astral Seal +1 LEB Bonus +3 Accurate Symbol of the Holy Nimbus +2 0 0 +5 16 Reflex
Sacred Flame +5 Wis +1 LEB Bonus +3 Accurate Symbol of the Holy Nimbus +2 0 0 +5 14 Reflex
Divine Glow +5 Wis +1 LEB Bonus +3 Accurate Symbol of the Holy Nimbus +2 0 0 +5 14 Reflex
Moment of Glory +5 Wis +1 LEB Bonus +3 Accurate Symbol of the Holy Nimbus +2 0 0 +5 14 Will
Hymn of Resurgence +5 Wis +1 LEB Bonus +3 Accurate Symbol of the Holy Nimbus +2 0 0 +5 14 Fortitude
Iron to Glass +5 Wis +1 LEB Bonus +3 Accurate Symbol of the Holy Nimbus +2 0 0 +5 14 Ref
Shinning Symbol +5 Wis +1 LEB Bonus +3 Accurate Symbol of the Holy Nimbus +2 0 0 +5 14 Will


Tracking Edit

Money Edit

+412 gp starting gold
- 15 gp Standard adventurer’s kit
-360 gp Hide armor +1
--------
  37 gp remaining
+ 500 gp
+ parcel 5 (1000gp)
+ 1336/5 = 267gp
+ sold Hide +1 (lvl 1) = 72gp

 2143 gp

+ 400gp


2543 gp


Treasure Edit


XP Edit

Starting at level 4:


Subtotal: 9419 XP

  • spend 3RP at 6th level (250XP) to get to 7th level (10169XP)
  • spend 10RP at 7th level (300XP) to get to 8th level (13169XP)

Subtotal XP: 13169XP and 5 RP

  • 3353XP and 7RP (level up to 9th with 12RP)
  • spend 10 RP at 9th level (400XP) to get to 10th level - gain 840gp

Total: 20 522XP and 2 RP

Changes Edit

List changed here Added Iron to Glass, Prescient Maneuver powers and Last Legion Officer feat. Added money and equipment.

Added Ordained priest theme, increased Wis and Cha, added improved defenses and two parcels


Judge Comments Edit

Level 4 Edit

Approval 1 Edit

Approval from ScorpiusRisk

Approval 2 Edit

Approval from TwoHeadsBarking:

  • Removed comments that no longer apply.

Approved.

Level 6 Edit

Approval 1 Edit

Approval from TwoHeadsBarking:

  • Summary: The MBA in your summary is still missing the expertise bonus.
  • Summary: Hymn of Resurgence is still wrongly being referred to as a burst in the effect field.

Minor, so approved.

Approval 2 Edit

There are gaps in your powers, maybe some formatting issue?

No mechanical errors I can see. Approved by MetaVoid 10:45, January 27, 2012 (UTC)

Level 8 Edit

Approval 1 Edit

Comments:

  • Summary - Adventurer is not your theme, need to change it to Ordained Priest
  • Summary - the template for all your stats, feats and equipment is all screwy
  • Summary - you still list the +1 Hide, but note it sold in the Tracking section.
  • Math - Defenses - missing the feat bonus from Improved Defenses (summary is correct though)
  • Parcels - I believe you're missing your parcel from spending 10 RP's. I believe you should have a parcel for the level 7 slot as part of your cashing in.

Approval from renau1g

Approval 2 Edit

Your passive Insight is incorrect (should be 30)

I've just changed that, published the change and saw your review  :)

Approval from : MetaVoid 07:46, May 8, 2012 (UTC)

Status Edit

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