Drow

Amenephus's page

94 posts. Alias of Elor Danar.


About Amenephus

Amenephus, level 10
Eladrin, Cleric
Build: Devoted Cleric
Background: Cloistered Priest, Arcane Student Who Saw Too Much, Eladrin - Drowscarred, Arcane Sentinel, Imbuer, Crusading Zealot (Arcane Student Who Saw Too Much Benefit)
Languages: Common; Elven.

FINAL ABILITY SCORES
Str 13, Con 14, Dex 12, Int 13, Wis 17, Cha 15.

STARTING ABILITY SCORES
Str 12, Con 13, Dex 10, Int 11, Wis 16, Cha 14.

AC: 24 Fort: 19 Reflex: 18 Will: 23
HP: 71 Surges: 11 Surge Value: 17

TRAINED SKILLS
Perception +14, Religion +11, History +13, Arcana +13, Heal +15

UNTRAINED SKILLS
Acrobatics +5, Bluff +7, Diplomacy +7, Dungeoneering +8, Endurance +6, Insight +8, Intimidate +7, Nature +8, Stealth +5, Streetwise +7, Thievery +5, Athletics +5

FEATS
Cleric: Ritual Caster
Level 1: Fey Escape - I can use fey step as an immediate reaction when grabbed, immobilised or restrained.
Level 2: Healer's Implement - When I grant healing with any of my cleric healing powers I add my holy symbol's enhancement bonus to the hit points the recipient regains.
Level 4: Shielding Word - Targets of my healing word class feature also gain a +2 bonus to all defences until the start of my next turn.
Level 6: Combat Medic - I administer first aid to stabilize the dying as a minor action instead of a standard action, and gain a +2 feat bonus to heal checks.
Level 8: Durable - I increase my number of healing surges by 2.
Level 10: Winterskin Heritage - I gain the Winter's Shroud power, and gain resist cold equal to 5 + one-half of my level.

POWERS
Fey Step Encounter (Move; Personal; Effect - I can teleport up to 5 squares.)
Channel Divinity: Divine Fortune Encounter (Free; Personal; Effect - I gain a +1 bonus to my next attack roll or saving throw before the end of my next turn.)
Channel Divinity: Healer's Mercy Encounter (Standard; Close Burst 5; Each bloodied ally in burst; Effect - Each target can spend a healing surge. I am weakened until the end of my next turn.)
Healing Word Encounter (Minor; Close Burst 5; I can use this power twice per encounter, but only once per round, targetting me or one ally; Effect - the target can spend a healing surge plus an additional 2d6+5 hp.)
Winter's Shroud Encounter (Immediate Interrupt; Trigger - an enemy damages me with an attack; Effect - I teleport 3 squares and gain concealment until the start of my next turn.)
Cleric at-will 1: Sacred Flame (Standard; Range 5; One creature; Attack - 1d20+9 v Reflex; Damage - 1d6+5 radiant damage, and one ally I can see chooses either to gain 6 temporary hp, or to make a saving throw.)
Cleric at-will 1: Lance of Faith (Standard; Range 5; One creature; Attack - 1d20+9 v Reflex; Damage - 1d8+5 radiant damage, and one ally I can see gains a +2 power bonus to their next attack roll against the target.)
Cleric encounter 1: Divine Glow (Standard; Close Blast 3; Each enemy in blast; Attack - 1d20+9 v Reflex; Damage - 1d8+5 radiant damage; Effect - Allies in the blast gain a +2 power bonus to attack rolls until the end of my next turn.)
Cleric daily 1: Beacon of Hope (Standard; Close Burst 3; Each enemy in burst; Attack - 1d20+9 v Will; Damage - no damage, but the target is weakened until the end of its next turn; Effect - Me and all allise in the burst regain 5 hp, and my healing powers restore +5 hp until the end of the encounter.)
Cleric utility 2: Return from Death's Door (Immediate Interrupt; Range 20; Trigger - an ally within 20 squares of me fails a death saving throw; Target - the triggering ally; Effect - the target succeeds on the death saving throw and can spend a healing surge.)
Cleric encounter 3: Destined Duel (Standard; Range 5; One creature; Attack - 1d20+9 v Reflex; Damage: 1d10+5 radiant damage, and an ally within 5 squares of me gains a +2 power bonus to attack rolls agains the target until the end of my next turn. If I use a healing word on that ally this turn, the ally also gains a +4 power bonus to damage rolls against the target until the end of my next turn.)
Cleric daily 5: Halo of Consequence (Standard; Range 10; One creature; Attack - 1d20+9 v Reflex; Damage - no damage, but the target is affected by my halo of consequence (save ends). Until the halo ends, the target takes a -4 penalty to attack rolls, and after the target attacks me or any ally it is dazed until the end of its next turn. The target takes a -2 penalty to saving throws agains the halo. Reliable Power.)
Cleric utility 6: Cure Serious Wounds (Standard; Melee touch; Me or one creature; Effect - the target regains hit points as if it had spent two healing surges.)
Cleric encounter 7: Forgemaster's Flame (Standard; Melee weapon; One creature; Attack - 1d20+9 v AC; Damage - 2d8+3 fire damage. If I've used a Channel Divinity power this encounter, I mark the target until the end of my next turn, and an ally within 5 squares of me can spend a healing surge. If I haven't, the target grants combat advantage and is slowed until the end of my next turn.)
Cleric daily 9: Divine Power (Standard; Clost burst 2; Each enemy in burst I can see; Attack - 1d20+9 v Fortitude; Damage - 2d8+3 radiant damage, and I push the target 1 square; Effect - Until the end of the encounter I gain regeneration 5, and me and each ally within the burst gain a +2 power bonus to AC.)
Cleric utility 10: Mass Cure Light Wounds (Standard; Close burst 5; Me and each ally in burst; Effect - the targets regain hit points as if they had spent a healing surge +5 hp.)

ITEMS
Ritual Book, Adventurer's Kit, Symbol of Dire Fate +2, Healer's Finemail +2, Periapt of Cascading Health +2, Mace, Gloves of Piercing (heroic tier), Phylactery of Action (heroic tier), Headband of Perception (heroic tier), Hand Crossbow
RITUALS
Gentle Repose, Tenser's Floating Disk

Current hp: 71

Remaining surges: 11

Sureges used: 0