Brigid Conmara
From GFF D&D Wiki
Level 4 Halfling Cleric of Melora (3762 XP) (R.I.P.)
Abilities & Defenses
STR 17 (+3) | Armor Class 19 (10 + 1/2 level + Dwarven Chainmail)
CON 12 (+1) | Fortitude 16 (10 + 1/2 level + STR bonus + Brooch of No Regrets)
DEX 12 (+1) | Reflex 14 (10 + 1/2 level + DEX bonus + Brooch of No Regrets)
INT 11 (+0) | Will 18 (10 + 1/2 level + WIS bonus + class bonus + Brooch of No Regrets)
WIS 16 (+3) | Speed 05 (Racial base speed - Chainmail)
CHA 13 (+1) | Initiative 03 (1/2 level + DEX bonus)
Passive Insight: 20 (10 + 1/2 level + WIS bonus + Training)
Passive Perception: 15 (10 + 1/2 level + WIS bonus)
Saving Throw: 10 (5 against fear)
Maximum Normal Load: 170 lb
Maximum Heavy Load: 340 lb
Maximum Drag Load: 850 lb
Languages: Common, Goblin
Racial Traits
Size: Small
+2 Dexterity, +2 Charisma
Skill Bonuses: +2 Acrobatics, +2 Thievery
Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Second Chance: You can use second chance as an encounter power.
Class Traits
+2 Will
Channel Divinity Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers.
Healer’s Lore Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
Healing Word Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.
Ritual Casting You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered.
Health
Maximum HP: 39
Current HP: -19
Bloodied: 19
Surges/Day: 08
Surge Value: 09
Status Conditions:
Disease Tracker:
Death Saving Throws Failed: 1
Skills
Acrobatics: 4 = 1/2 level + DEX bonus + Racial bonus - Armor Check
Arcana: 2 = 1/2 level + INT bonus
Athletics: 4 = 1/2 level + STR bonus - Armor Check
Bluff: 3 = 1/2 level + CHA bonus
Diplomacy: 3 = 1/2 level + CHA bonus
Dungeoneering: 5 = 1/2 level + WIS bonus
Endurance: 3 = 1/2 level + CON bonus + Dwarven Chainmail - Armor Check
Heal: 10 = 1/2 level + WIS bonus + Training
History: 7 = 1/2 level + INT bonus + Training
Insight: 10 = 1/2 level + WIS bonus + Training
Intimidate: 3 = 1/2 level + CHA bonus
Nature 5 = 1/2 level + WIS bonus
Perception 5 = 1/2 level + WIS bonus
Religion 7 = 1/2 level + INT bonus + Training
Stealth 2 = 1/2 level + DEX bonus - Armor Check
Streetwise 3 = 1/2 level + CHA bonus
Thievery 4 = 1/2 level + DEX bonus + Racial bonus - Armor Check
Feats
Ritual Caster | Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of your level or lower.
Lost in the Crowd | Prerequisite: Halfling
Benefit: You gain a +2 bonus to AC when you are adjacent to at least two enemies larger than you.
Melora's Tide | Prerequisite: Prerequisites: Channel Divinity class feature, must worship Melora
Benefit: You can invoke the power of your deity to use Melora's Tide.
Halfling Agility | Halfling, second chance racial power
Benefit: When you use the halfling second chance power, the attacker takes a –2 penalty to the new attack roll.
Inventory
Mace | 6 lb 1 GP Horn Totem Dagger | +1 to hit, +1 damage 1 lb 104 GP Hand Crossbow (36 bolts) | 6 lb 5 GP
+1 Holy Symbol (Melora) 1 lb 72 GP
Oil, 1 pt. 1 lb 1 GP
Empty Flask (1) 2 lb
Bear's Fur Blanket 5 lb 15 GP
1001 Uses for an Owlbear Pelt 1 lb
Standard Adventurer's Kit 29 lb
Backpack
Bedroll
Flint & Steel
Belt Pouch
Trail Rations (12)
Waterskin (2)
233 GP Cash
------ ------
114 lb 785 GP
Rituals
Brew Potion Arcana or Religion. You create a potion or an elixir (see page 255) of your level
or lower. The ritual’s component cost is equal to the price of the potion or the elixir you
create.
Gentle Repose Heal. This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie
dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the
corpse from being raised as an undead creature for 150 days. The ritual's component cost is 10
GP.
Basic Attacks
Mace +7 to hit vs AC (1/2 level + STR bonus + proficiency)
1d8 +3 damage (STR bonus)
Horn Totem Dagger +9 to hit vs AC (1/2 level + STR bonus + proficiency + enhancement)
1d4 +4 damage (STR bonus + enhancement)
1d4 +5 damage against Medium or larger enemies (weapon property)
Critical: add +1d6
Hand Crossbow +5 to hit vs AC (1/2 level + DEX bonus + proficiency)
(ranged 10/20) 1d6 +1 damage (DEX bonus)
At-Will Powers
Standard Action
Righteous Brand To hit: As weapon vs AC
Damage: As weapon
Priest's Shield To hit: As weapon vs AC
Damage: As weapon
Minor Action
Potion of Healing Drink this potion and spend a healing surge. Instead of the hit points
you would normally regain, you regain 10 hit points.
Antivenom Gain a +2 bonus to saving throws against poisons from a source of 10th level
or lower. This effect lasts until the end of the encounter or for the next 5 minutes.
Encounter Powers
Standard Action
Wrathful Thunder To hit: As weapon vs AC
Damage: As weapon
Daunting Light To hit: +6 vs Ref (1/2 level + WIS bonus + Enhancement)
Damage: 2d10 +4 (WIS bonus + Enhancement)
Turn Undead Channel Divinity. To Hit: +6 vs Will (1/2 level + WIS bonus + Enhancement)
Damage: 1d10 +4 (WIS bonus + Enhancement)
Minor Action
Healing Word Target within 5 spends a healing surge and gains 1d6 additional HP.
You may use this ability twice per encounter, but only once per round.
Melora's Tide Channel Divinity. A bloodied ally within 5 gains regeneration 2 until
the end of the encounter or until they are no longer bloodied
Free Action
Divine Fortune Channel Divinity. You gain a +1 bonus to your next attack roll or saving throw before the end
of your next turn.
Second Chance TRIGGER: An attack hits you. Force the enemy to re-roll the attack, keeping the new result.
Daily Powers
Standard Action
Avenging Flame To hit: As weapon vs AC
Damage: As weapon (2x weapon die), 5 ongoing damage
Bless You and all allies within 20 gain +1 to attack until the end of the encounter.
Free Action
Brooch of No Regrets Magic Item Daily Power. Use this power when an ally within 10 squares of you fails a saving
throw. That ally rerolls that saving throw with a +2 power bonus and must use the second result,
even if it’s lower.
Dwarven Chainmail Magic Item Daily Power. Regain hit points as though you had spent a healing surge.

