Chaus Twelfth-Born

Description:

Chaus Twelfth-Born
Level 12
Class Cleric (Leader)
Paragon Path Battle Chaplain
Medium natural humanoid (cushani)

Initiative +10; Passive Senses Insight 18, Perception 23; low-light vision
HP 83; Bloodied 41
Healing Surge 20; Surges Per Day 10
AC 26; Fortitude 27, Reflex 19, Will 23
Saves +2 vs. forced movement over a ledge
Speed 7; Action Points 1

Alignment Good; Languages Cerian, Rathek
Skills Arcana +11, (Acrobatics) +7, Athletics +17 (+19 w/ climber’s kit), Heal +13, History +11, (Intimidate) +18, (Nature) +20, Perception +13, Religion +11
Feats Armor Proficiency (Scale), Defensive Mobility (+2 bonus to AC against opportunity attacks), Evasion (attacks targeting Reflex deal no damage on a miss), Fleet Footed (+1 speed), Improved Initiative (+4 initiative), Ritual Caster, Skill Training (Athletics), Skill Training (Perception), Merciful Power
Str 22 (+6/+12) Dex 11 (+0/+6) Wis 14 (+2/+8)
Con 16 (+3/+9) Int 11 (+0/+6) Cha 10 (+0/+6)
Possessions +3 retribution mace, shield of protection, +2 shared suffering scale armor, +3 amulet of protection, +1 symbol of hope, +1 lightning javelin, ironskin belt, acrobat boots, Adventurer’s Kit, Journeybread, Climber’s Kit, Silk Rope (50’), Ritual Book (Gentle Repose, Make Whole), 43 gp

Racial Traits Skill Bonuses (Intimidate, Nature), Cushani Breeding, Feline Reflexes (+2 racial bonus to saving throws to avoid falling off an edge), Predator’s Roar, Overbearing Strength (When you push or pull a target, you can push or pull that target 1 additional square)
Class Features Channel Divinity (Divine Fortune, Healer’s Mercy), Healer’s Lore (Add your Wisdom modifier to any hit points restored by your cleric Healing powers), Healing Word, Ritual Casting
Paragon Path Features Battle Chant (When an ally hits an enemy that is adjacent to you, you can mark that enemy, TENT. If the enemy marked by you makes an attack that does not include you as a target, you can shift 1 square as a free action), Shielded Priest (gain proficiency with light and heavy shields), Stirring Action (When you spend an action point to make an attack, one ally adjacent to you or to the target of your attack can also make a melee basic attack as a free action, with a +6 (Strength modifier) bonus to the attack roll)

Basic Attacks

+3 Retribution Mace (standard; at-will) ✦ Weapon +17 vs. AC; 1d8 + 9 damage.
+1 Lightning Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +15 vs. AC; 1d6 + 7 (lightning) damage.

Power Descriptions

At-Will Prayers

Priest’s Shield Cleric Attack 1
At-WillDivine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +17 vs. AC
Hit: 1d8 + 9 damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.

Righteous Brand Cleric Attack 1
At-WillDivine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +17 vs. AC
Hit: 1d8 + 9 damage, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn.

Encounter Prayers

Predator’s Roar Cushani Racial Power
EncounterFear
Minor Action Close burst 2
Target: Each enemy in burst
Attack: +10 vs. Will
Hit: The target takes a -2 penalty to all defenses until the end of your next turn.

Divine Fortune Cleric Feature
EncounterDivine
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Healer’s Mercy Cleric Feature
EncounterDivine, Healing
Standard Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge (and gain 2 additional hit points – Healer’s Lore). You are weakened until the end of your next turn. Special: (Merciful Power, feat) Each target can make a saving throw

Healing Word Cleric Feature
Encounter (Special)Divine, Healing
Minor Action Close burst 10
Special: You can use this power twice per encounter, but only once per round.
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 3d6 (+2 – Healer’s Lore) hit points.

Healing Strike Cleric Attack 1
EncounterDivine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +17 vs. AC
Hit: 2d8 + 9 radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge (and regain an additional 2 hit points – Healer’s Lore).

Split the Sky Cleric Attack 3
EncounterDivine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +17 vs. Fortitude
Hit: 1d8 + 9 thunder damage, and you push the target 2 squares and knock it prone.

Strengthen the Faithful Cleric Attack 7
EncounterDivine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +17 vs. AC
Hit: 2d8 + 9 damage, and you and each ally adjacent to the target can spend a healing surge (and regain an additional 2 hit points – Healer’s Lore). Add your Charisma modifier (+0) to the hit points regained.

Revelation of Battle Battle Chaplain Attack 11
EncounterDivine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +17 vs. Reflex
Hit: 2d8 + 9 damage.
Effect: Each ally within 10 squares of you gains a +2 power bonus to attack rolls and damage rolls until the start of your next turn.

Word of Vigor Cleric Utility 10
EncounterDivine, Healing
Minor Action Close burst 1
Target: You and each ally in burst
Effect: Each target can spend a healing surge and regain 2d6 (+ 2 – Healer’s Lore) additional hit points.

Second Wind PC Feature
EncounterHealing
Standard Action Personal
Effect: Spend a healing surge and regain 20 hit points. Gain a +2 bonus to all defenses until the start of your next turn.

Daily Prayers

Shield of the Gods Cleric Attack 1
DailyDivine, Force, Weapon
Standard Action Close blast 3
Target: Each enemy in blast
Attack: +17 vs. Reflex
Hit: 1d8 + 9 force damage, and you knock the target prone.
Miss: Half damage.
Effect: You or an ally within 5 squares of you gains a +3 shield bonus to AC and Reflex until the end of the encounter. As a minor action, you can transfer the bonus to yourself or a different ally within 5 squares of you.

Hallowed Advance Cleric Attack 5
DailyDivine, Healing, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +17 vs. AC
Hit: 2d8 + 9 damage.
Miss: Half damage.
Effect: One ally within 5 squares of you can teleport adjacent to the target and make a melee basic attack against it as a free action. In addition, that ally can spend a healing surge (and regain an additional 2 hit points – Healer’s Lore).

Divine Fury Cleric Attack 9
DailyDivine, Healing, Radiant, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +17 vs. Fortitude
Hit: 2d8 + 9 radiant damage.
Miss: Half damage.
Effect: The burst creates a zone of divine fury that lasts until the end of your next turn. When any ally within the zone hits an enemy, that ally regains 10 (+2 – Healer’s Lore) hit points.
Sustain Minor: The zone persists.

Life Transference Cleric Utility 2
EncounterDivine, Healing
Standard Action Melee touch
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 (+2 – Healer’s Lore).

Cure Serious Wounds Cleric Utility 6
DailyDivine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent two healing surges (+2 – Healer’s Lore).

Battle Hymn Battle Chaplain Utility 12
DailyDivine
Standard Action Close burst 5
Target: You and each ally in burst
Effect: Until the end of the encounter, each target deals 1d8 extra damage when making a melee basic attack as part of a charge.

Magic Items

+3 Retribution Mace Level 12
Weapon: Mace
Enhancement: +3 hit rolls and damage rolls
Critical: +3d6
Property: Whenever an enemy scores a critical hit against you, your next attack with this weapon against that enemy deals +3d6 damage. The effect ends at the end of your next turn.

+2 Shared Suffering Scale Level 10
Armor: Scale
Enhancement: +2 AC
Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).

+3 Amulet of Protection Level 11
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will

Light Shield of Protection Level 3
Item Slot: Arms
Power (Daily): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.

+1 Lightning Javelin Level 5
Weapon: Javelin
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 lightning damage
Power (At-Will ✦ Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily ✦ Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

+1 Symbol of Hope Level 3
Implement (Holy Symbol)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (Daily): Immediate Reaction. You can use this power when you or an ally within 5 squares of you is hit by an effect that a save can end. You or the ally gains a +5 power bonus to saving throws against the effect.

Ironskin Belt Level 5
Item Slot: Waist
Power (Daily): Minor Action. Gain resist 5 to all weapon damage until the end of your next turn.

Acrobat Boots Level 2
Item Slot: Feet
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up from prone.

Bag of Holding Level 5
Wondrous Item
Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.

Current XP: 26,000 (Through Session 0)
Next Level: 32,000

Bio:

Chaus Twelfth-Born

Night Reign: Revelations Gurtchmann