Loremaster

Henrick the Priest's page

100 posts. Alias of Branding Opportunity.


Full Name

Henrick the Priest

Race

Dwarf

Classes/Levels

Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:

Gender

M

Strength 14
Dexterity 8
Constitution 17
Intelligence 14
Wisdom 21
Charisma 14

About Henrick the Priest

DEFENSE:

AC 23, PD 18, MD 18
Recoveries 3/3 (5d8+3)

OFFENSE:

Melee: +7 vs. AC (3d6+9 or 5)
Ranged: +4 vs. AC (3d6-2 or –)

SPELLS:

Spells: 3-2, 5-4
Heal
3rd: Cure Wounds, Turn Undead
5th: Combat Boon, Crisis of Faith, Javelin of Faith (6d6+12), Mighty Healing

TALENTS, FEATS, & POWERS:

Domain-Healing: When you cast a spell that lets you or an ally heal using a recovery, the target also adds 6 HP. Invocation: Gain an additional use of the heal spell. The first heal spell you cast after using this invocation allows target to heal using a free recovery.
Domain-Knowledge: 4 additional background points in lore-related field. Invocation: Must be used in 1st round of battle. Roll d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack with a +2 bonus.
Domain-Protection: Once per battle, you can affect two additional allies when you cast a spell for broad effect. Invocation: This battle, critical hits against you or allies do normal damage.

Heal (A, C): Target can now be nearby instead of ally you're next to, and if the target of your heal spell is an ally with 0 hp or below, that ally also adds hit points equal to 1d10 x your Charisma modifier (2d10) to the recovery.
Domain: Knowledge (A): Once per day, change knowledge skill roll to natural 20.
Domain: Protection (A): Whenever you target one or more allies with a spell, one ally of your choice can roll a save against a save ends effect.
Javelin of Faith (A): The spell also deals +1d6 damage against an undamaged target.
That's Your Best Shot? (A): Once per battle as a free action after you have been hit (but not dropped to 0 hp or below), you make take a recovery. If escalation die is <2, only 50% heal.

ONE UNIQUE THINGS:

The earth (rocks, gems, and dirt), and things made from them (equipment, weapons, etc) sing to me from time to time. Through their songs, they forewarn me of great upheavals in their "realm", or of threats against the dwarves.

BACKGROUNDS:

Student of the Occult (5 pts)
Double-agent of the Diabolist (3 pts)
Priest of the Forge (2 pts)
Tunnel Defender (2 pts)

ICONS:

Dwarf King (Positive, 2 pts)
Diabolist (Conflicted, 1 pt)

EQUIPMENT:

Magic Items: Magical onyx attached to haft of warhammer (+2 on attack and damage with divine spells & (recharge 6+): When you cast a divine spell on an ally, that ally can roll a save against one ongoing save ends effect as a free action. Quirk: Wildly optimistic), Champion Helm of Psychic Armor (+2 MD & (recharge 16): When an attack that targets Mental Defense hits you, cancel the attack’s nondamage effects against you. Quirk: Won’t stop going on about “the amazing dream I had last night.”)
Mundane items: Furs, Heavy chain armor and shield, warhammer, backpack, crossbow and 20 bolts, four days of rations, various notebooks, ink pen and ink, chalk

Attack codes:

Javelin of Faith (attack): [dice=Attack + Escalation + Level + Magic item + Wis vs. PD]1d20+X+5+2+5[/dice]
Javelin of Faith (damage): [dice=Damage]6d6+10+2[/dice]