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About Tavar oracle of the Raven QueenTavar oracle of the Raven Queen, level 14
FINAL ABILITY SCORES:
AC: 28 Fort: 26 Reflex: 22 Will: 31
ATTACKS:
TRAINED SKILLS:
UNTRAINED SKILLS:
FEATS:
Ritual Caster:
Heroic Tier
Prerequisite: Trained in Arcana or Religion Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals. Level 1: Auspicious Lineage:
Prerequisite: Deva
Benefit: When you use your memory of a thousand lifetimes racial power, you add 1d8 to the triggering roll, instead of 1d6. Level 2: Enhanced Defenses:
+1 to all defenses per tier Level 4: Defensive Healing Word:
Prerequisite: Cleric, healing word power
Benefit: When you use your healing word, the target also gains a power bonus to all defenses equal to your Charisma modifier against the next attack made against him or her before the end of your next turn. Level 6: Alchemist:
Benefit: You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill.
Special: You can take this feat instead of the Ritual Caster feat granted by your class feature. Level 8: Devilbane:
Prerequisite: Any divine class
Benefit: When you use a divine power that normally targets undead, you can also target creatures of the immortal origin. Level 10: Raven Queen's Blessing:
Heroic Tier
Prerequisite: Channel Divinity class feature, must worship the Raven Queen Benefit: You can invoke the power of your deity to use Raven Queen’s blessing. Level 11: Pervasive Light:
Paragon Tier
Prerequisite: 11th level, any divine class Benefit: When you hit a target that has vulnerability to radiant damage with an attack that does not deal radiant damage, you deal extra damage equal to that vulnerability. Level 12: Great Fortitude:
Paragon Tier
Prerequisite: 11th level Benefit: You gain a +2 feat bonus to your Fortitude defense. Level 14: Battle Intuition:
Can use wisdom bonus instead of dex to determine Initiative bonus, gives +2 bonus to Initiative checks.
POWERS:
Channel Divinity: Raven Queen’s Blessing:
Encounter, Divine, Healing
Free Action , Ranged 10 Channel Divinity: You can use only one channel divinity power per encounter Trigger: Your attack drops an enemy within range to 0 hit points or fewer. Effect: You or an ally within 5 squares of the enemy can spend a healing surge. Cleric at-will 1: Recovery Strike:
At-Will, Divine, Healing, Weapon
Standard Action, Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the next ally who hits the target before the end of your next turn regains hit points equal to your Charisma modifier. Level 21: 2[W] + Strength modifier damage. Cleric at-will 1: Lance of Faith:
At-Will, Divine, Implement, Radiant
Standard Action, Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. Increase damage to 2d8 + Wisdom modifier at 21st level. Cleric encounter 1: Shield Bearer:
Encounter, Conjuration, Divine, Implement, Radiant
Standard Action, Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier radiant damage. You conjure a shield bearer in an unoccupied square adjacent to the target. The shield bearer lasts until the end of your next turn. The shield bearer occupies 1 square, and allies can move through it as if it were an ally. While adjacent to the shield bearer, any ally gains a +2 power bonus to all defenses. Cleric daily 1: Cascade of Light:
Daily, Divine, Implement, Radiant
Standard Action, Ranged 10 Target: One creature Attack: Wisdom vs. Will Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). Miss: Half damage, and the target gains no vulnerability. Cleric utility 2: Return from Death's Door:
Daily, Divine, Healing
Immediate Interrupt, Ranged 20 Trigger: An ally within 20 squares of you 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: Sacred Shielding:
Encounter, Divine, Radiant, Weapon
Standard Action, Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier radiant damage. Until the end of your next turn, each ally adjacent to you or to the target gains resistance to all damage equal to your Charisma modifier. Cleric daily 5: Iron to Glass:
Daily, Divine, Implement
Standard Action, Ranged 10 Target: One creature Attack: Wisdom vs. Reflex 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. Cleric utility 6: Cure Serious Wounds:
Daily, Divine, Healing
Standard Action, Melee touch Target: You or one creature Effect: The target regains hit points as if it had spent two healing surges. Cleric encounter 7: Zealous Sanction:
Encounter, Divine, Healing, Implement, Radiant
Standard Action, Ranged 10 Target: One creature Attack: Wisdom vs. Will Hit: 2d8 + Wisdom modifier radiant damage. The first time any ally hits the target before the end of your next turn, that ally can spend a healing surge. Cleric daily 9: Blade Barrier:
Daily, Conjuration, Divine, Implement
Standard Action, Area wall 5 within 10 squares Effect: You conjure a wall of contiguous squares filled with spinning blades of astral energy that lasts until the end of your next turn. The wall can be up to 5 squares long and up to 2 squares high. The spaces occupied by the blade barrier are difficult terrain. If a creature enters the barrier’s space or starts its turn there, it takes 3d6 + Wisdom modifier damage plus ongoing 5 damage (save ends). Cleric utility 10: Mass Cure Light Wounds:
Daily, Divine, Healing
Standard Action, Close burst 5 Targets: You and each ally in burst Effect: The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier to the hit points regained. ITEMS:
Healer's Finemail +2:
Level: 10
Price: 5,000 gp Armor: Hide, Chain Enhancement: +2 AC Property: When you use a healing power, the target regains additional hit points equal to the armor’s enhancement bonus. Black Feather of the Raven Queen +3:
Level: 13
Price: 17,000 gp Implement (Holy Symbol) Prerequisite: To use this symbol, you must worship the Raven Queen. Enhancement: +3 attack rolls and damage rolls Critical: +3d6 cold damage Power (Daily • Cold): Free Action. Use this power when you reduce a target to 0 hit points or fewer with an attack using this holy symbol. One creature within 5 squares of the target takes cold damage equal to your Charisma modifier and is immobilized (save ends). Clasp of Noble Sacrifice +3:
Level: 12
Price: 13,000 gp Item Slot: Neck Enhancement: +3 Fortitude, Reflex, and Will Power (Daily): Minor Action. Until the end of the encounter, any time an ally within 5 squares of you spends a healing surge, it is deducted from your total instead of the ally’s. Each time an ally spends one of your healing surges in this way, gain temporary hit points equal to the clasp’s enhancement bonus. Cloaked Mace +2:
Holy Gauntlets (heroic tier):
Level: 8
Price: 3,400 gp Item Slot: Hands Power (Daily • Radiant): Free Action. Use this power to change the damage type dealt by your next divine power to radiant. On a hit, deal an extra 1d6 radiant damage. If the power doesn’t normally deal damage, no extra damage is dealt. Also, you deal an extra 1 radiant damage on successful attacks with the radiant keyword until the end of the encounter. If you’ve reached at least one milestone today, instead deal an extra 2 radiant damage on successful attacks with the radiant keyword until the end of the encounter. Belt of Vigor (heroic tier):
Level: 2
Price: 520 gp Item Slot: Waist Property: You gain a +1 item bonus to your healing surge value. Cat Tabi (heroic tier):
Level: 8
Price: 3,400 gp Item Slot: Feet Property: Gain a +3 item bonus to Athletics checks to jump. You take half damage from a fall and always land on your feet.
RITUALS:
Comprehend Language:
Component Cost: 10 gp
Market Price: 50 gp Key Skill: ArcanaLevel: 1 Category: Exploration Time: 10 minutes Duration: 24 hours When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language. Comrades' Succor:
Component Cost: 10 gp
Market Price: 150 gp Key Skill: Heal (no check)Level: 1 Category: Restoration Time: 5 minutes Duration: Instantaneous While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges. No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual. Create Holy Water:
Component Cost: Special
Market Price: 50 gp Key Skill: Religion (no check)Level: 1 Category: Creation Time: 1 hour Duration: 24 hours This ritual infuses astral radiance into a small quantity of ordinary water. The cost to do so depends on the level of the holy water you choose to create. You cannot create holy water of a level higher than your own. Aside from its effect on undead and demons, holy water acts as normal pure water in all ways. It can be distinguished from normal water with examination and a successful DC 15 Religion or Arcana check. *See the Holy Water item for component costs. Deathly Shroud:
Component Cost: 140 gp
Market Price: 600 gp Key Skill: Arcana or ReligionLevel: 6 Category: Deception Time: 10 minutes Duration: Special When you complete this ritual, all creatures except for intelligent undead perceive you as undead. You are seen as having the undead type by any undead of Intelligence 9 or lower. Powers and wards that affect the undead type affect you as well. Check Result Duration 14 or lower 1 hour 15-19 2 hours 20-24 4 hours 25-29 8 hours 30 or higher 24 hours Shadow Passage:
Component Cost: 135 gp
Market Price: 680 gp Key Skill: Arcana or Religion (no check)Level: 8 Category: Travel Time: 10 minutes Duration: Instantaneous Use this ritual at a shadow crossing. When you perform this ritual, you shift yourself and up to eight allies from the world to a corresponding location in the Shadowfell, or from the Shadowfell to a corresponding location in the world. The shadow crossing need not be active for Shadow Passage to work. You remain in the Shadowfell until you leave by another means or you perform this ritual again at a shadow crossing. Special: Shadar-kai have a special connection to the Shadowfell. Consequently, a shadar-kai who has mastered this ritual or performs it from a scroll does not pay the component cost. Discern Lies:
Component Cost: 140 gp
Market Price: 360 gp Key Skill: ReligionLevel: 6 Category: Divination Time: 10 minutes Duration: 5 minutes Make a Religion check. Use the result as a bonus to your Insight checks to discern any untruths spoken in your presence during the duration. If anyone aided you while performing this ritual, they can’t help you make the resulting Insight checks. FORMULAS:
Thunderstone:
Component Cost: See Alchemical Item
Market Price: 200 gp Key Skill: Arcana or Nature or Thievery (no check)Level: 5 Category: Volatile Time: 1 hour A thunderstone splits when it is strikes a hard surface, mixing the powerful reagents to create a deafening boom. Thunderstone On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. Level: 5 Price: 50 gp Alchemical Item Power (Consumable • Thunder): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends). First published in Adventurer's Vault. Thunderstone On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. Level: 10 Price: 200 gp Alchemical Item Power (Consumable • Thunder): Standard Action. Make an attack: Area burst 1 within 10; +13 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends). First published in Adventurer's Vault. Thunderstone On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. Level: 15 Price: 1,000 gp Alchemical Item Power (Consumable • Thunder): Standard Action. Make an attack: Area burst 1 within 10; +18 vs. Fortitude 2d4 thunder damage; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends). First published in Adventurer's Vault. Thunderstone On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. Level: 20 Price: 5,000 gp Alchemical Item Power (Consumable • Thunder): Standard Action. Make an attack: Area burst 1 within 10; +23 vs. Fortitude 2d4 thunder damage; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends). First published in Adventurer's Vault. Thunderstone On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. Level: 25 Price: 25,000 gp Alchemical Item Power (Consumable • Thunder): Standard Action. Make an attack: Area burst 1 within 10; +28 vs. Fortitude 3d4 thunder damage; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends). First published in Adventurer's Vault. Thunderstone On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. Level: 30 Price: 125,000 gp Alchemical Item Power (Consumable • Thunder): Standard Action. Make an attack: Area burst 1 within 10; +33 vs. Fortitude 3d4 thunder damage; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends). [spoiler=Acidic Fire] Component Cost: See below Market Price: 200 gp Key Skill: Arcana or Thievery (no check)Level: 5 Category: Volatile Time: 30 minutes The substance contained by the glass vial is an unstable soup of acid and explosive chemicals. When the container shatters, it splashes burning death in all directions. Acidic Fire:
Green flames burn and spread boiling acid in all directions. Level: 5 Price: 50 gp Alchemical Item Power (Consumable • Acid, Fire): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Reflex; 1d6 fire damage, and ongoing 2 acid damage (save ends). First published in Eberron Player's Guide. Acidic Fire Green flames burn and spread boiling acid in all directions. Level: 10 Price: 200 gp Alchemical Item Power (Consumable • Acid, Fire): Standard Action. Make an attack: Area burst 1 within 10; +13 vs. Reflex; 1d6 fire damage, and ongoing 5 acid damage (save ends). First published in Eberron Player's Guide. Acidic Fire Green flames burn and spread boiling acid in all directions. Level: 15 Price: 1,000 gp Alchemical Item Power (Consumable • Acid, Fire): Standard Action. Make an attack: Area burst 1 within 10; +18 vs. Reflex; 2d6 fire damage, and ongoing 5 acid damage (save ends). First published in Eberron Player's Guide. Acidic Fire Green flames burn and spread boiling acid in all directions. Level: 20 Price: 5,000 gp Alchemical Item Power (Consumable • Acid, Fire): Standard Action. Make an attack: Area burst 1 within 10; +23 vs. Reflex; 2d6 fire damage, and ongoing 10 acid damage (save ends). First published in Eberron Player's Guide. Acidic Fire Green flames burn and spread boiling acid in all directions. Level: 25 Price: 25,000 gp Alchemical Item Power (Consumable • Acid, Fire): Standard Action. Make an attack: Area burst 1 within 10; +28 vs. Reflex; 3d6 fire damage, and ongoing 10 acid damage (save ends). First published in Eberron Player's Guide. Acidic Fire Green flames burn and spread boiling acid in all directions. Level: 30 Price: 125,000 gp Alchemical Item Power (Consumable • Acid, Fire): Standard Action. Make an attack: Area burst 1 within 10; +33 vs. Reflex; 3d6 fire damage, and ongoing 15 acid damage (save ends). |