Brigid Conmara

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Level 4 Halfling Cleric of Melora (3762 XP) (R.I.P.)

Contents

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.

Tallies

Healing Surges

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Second Wind

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Action Points

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Healing Word

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Channel Divinity (Divine Fortune, Turn Undead, Melora's Tide)

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Wrathful Thunder

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Daunting Light

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Avenging Flame

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Bless

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Second Chance

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Magic Item Daily Power (Brooch of No Regrets, Dwarven Chainmail)

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