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离线 Taburiss

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存卡一张
« 于: 2009-07-29, 周三 17:58:25 »
Player: Taburiss
Character Name: Ganitari Manhattan
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Basic Information:

Race: Human
Gender: Female
Height: 5'7'' ft.
Weight: 115 lb.
Age: 24
Languages: Common, Elven
Alignment: Good
Patron: Gods of Wayside (Avandra, Melora, and Sehanine)
Size: Medium
Vision: Normal
Speed: 5 Squares
Class: Cleric 19
Paragon Path: Jorasco Jadehande
Backgrounds: Divinely Inspired
XP / Next Level: 119000 / 143000
AP: 1
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Abilities:

22 Buy: 12 13 12 11 15 14

STR 13 (+1) (+1 Level)
CON 14 (+2) (+1 Level)
DEX 14 (+2) (+2 Level)
INT 12 (+1) (+1 Level)
WIS 22 (+6) (+2 Racial, +5 level)
CHA 18 (+4) (+4 level)
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Passive Insight: 30
Passive Perception: 25
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Hit Points: 116
Bloodied: 58
Healing Surge: 29, 9 per day
Initiative: +11 (+2 DEX, +9 Level)

A.C.: 32 (+10 Base, +9 Level, +9 Armor, +4 Enhancement)
Fortitude: 30 (+10 Base, +9 Level, +2 CON, +1 Racial, +1 Feat, +2 Armor, +4 Enhancement, +1 Unnamed)
Reflex: 30 (+10 Base, +9 Level, +2 DEX, +1 Racial, +3 Feat, +4 Enhancement, +1 Unnamed)
Will: 34 (+10 Base, +9 Level, +6 WIS, +1 Racial, +2 Class, +1 Feat, +4 Enhancement, +1 Unnamed)
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Class and Paragon Path Features:

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.
Jadehand Action (11th level): When you spend an action point to use a healing power, you restore extra hit points equal to your Wisdom Modifier.
Improved Recovery (11 level): Whenever you grant an ally a saving throw, that ally can roll two dice and take the higher result.
Healing Savent (16th level): Whenever you use a healing power during a short or an extended rest, that power restores the maximum number of hit points possible.
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Racial Features:

None
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Feats:

Heroic Tier:

Ritual Casting: You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals.
Mark of Healing: Whenever you use a healing power on an ally or use Heal to allow an ally to spend his or her secondwind, that ally can also make a saving throw. You can master and perform rituals in the restoration categroy and the Romve Affliction ritual as if you had the Ritual Caster feat.
Armor Proficiency (Scale Armor): You gain training with scale armor.
Implement Expertise (Holy Symbol): Choose a type of implement. You gain a +1 bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level.
Healer's Implement: When you grant healing with any of your cleric healing powers, add your holy symbol's enhancement bonus to the hit points the recipient regains.
Pacifist Healer: When you use a divine power that allows a target to spend a healing surge, the target regains additional hit points equal to 1d6 + your Charisma modifier. The additional hit points increase to 2d6 + your Charisma modifier at 11th level, and to 3d6 + your Charisma modifier at 21st level. Also, whenever you deal damage to a bloodied enemy, you are stunned until the end of your next turn.
Versatile Channeler: Choose a divine class other than your own and a Channel Divinity power available as a class feature for that class. Add that Channel Divinity power to your list of available Channel Divinity powers.
Path of Freedom: You gain the Channel Divinity power Path of Freedom.

Paragon Tier:

Paragon Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will.
Power of Life: You gain a +2 feat bonus to Heal checks. When you use a power associated with this feat and hit one or more enemies with it. one ally with in 10 squares of you gains 3 temporary hit points. The temporary hit points increase to 5 at 11th level and 8 at 21st level. Powers: Avenging Light (invoker PH2), Bolstering strike (paladin PH), Astral Seal (cleric DP), Radiant Vengeance(avenger PH2)
Armored by Faith: When you use a Channel Divinity power, you gain temporary hit points equal to your Wisdom modifier.
Trickster's Fortune: You gain the Channel Divinity power Trickster's Fortune.
Lightning Reflexes: You gain a +2 feat bonus to your Reflex defense.
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Attacks:

Basic Melee Attack:
Quarterstaff ATK: +6 (+1 STR, +2 PROF, +3 Enhancement) DMG: 1d8+1 Staff

Basic Ranged Attack:
Javelin ATK: +5 (+3 STR, +2 PROF) DMG: 1d6+3 Heavy Thrown RNG: 10/20
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Skills:

Acrobatics (DEX)*: +11 (+9 Level, +2 DEX)
Arcane (INT): +15 (+9 Level, +1 INT, +5 Trained)
Athletics (STR)*: +10 (+9 Level, +1 STR)
Bluff (CHA): +13 (+9 Level, +4 CHA)
Diplomacy (CHA): +20 (+9 Level, +4 CHA, +5 Trained, +2 Backgrounds)
Dungeoneering (WIS): +15 (+9 Level, +6 WIS)
Endurance (CON)*: +11 (+9 Level, +2 CON)
Heal (WIS): +22 (+9 Level, +6 WIS, +5 Trained, +2 Feat)
History (INT): +12 (+9 Level, +1 INT, +2 Backgrounds)
Insight (WIS): +20 (+9 Level, +6 WIS, +5 Trainded)
Intimidate (CHA): +13 (+9 Level, +4 CHA)
Nature (WIS): +15 (+9 Level, +6 WIS)
Preception (WIS): +15 (+9 Level, +6 WIS)
Religion(INT): +15 (+9 Level, +1 INT, +5 Trained)
Stealth (DEX)*: +11 (+9 Level, +2 DEX)
Streetwise (CHA): +13 (+9 Level, +4 CHA)
Thievery (DEX)*: +11 (+9 Level, +2 DEX)
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Powers:

At-Will Prayers:

Lance of Faith  Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally's attack.
At-Will ✦ Divine, Implement, Radiant
Standard Action  Ranged 5+4
Target: One creature
Attack: Wisdom (21) vs. Reflex
Hit: 1d8 + Wisdom modifier (10) 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.

Sacred Flame  Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will ✦ Divine, Implement, Radiant
Standard Action  Ranged 5+4
Target: One creature
Attack: Wisdom (21) vs. Reflex
Hit: 1d6 + Wisdom modifier (10) radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level (13) or to make a saving throw.
 Increase damage to 2d6 + Wisdom modifier at 21st level.

Astral Seal  Cleric Attack 1
You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
At-Will ✦ Divine, Healing, Implement
Standard Action  Ranged 5+4
Target: One creature
Attack: Wisdom +2 (23) vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defense. The next ally who hits before the end of your next turn regains hit points equal to 2 + your Charisma modifer (16+1d6).

Encounter Prayers:

Channel Divinity: Divine Fortune  Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter ✦ Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Healer's Mercy  Cleric Feature
Strength flows from you to your injured comrades, rekindling their resolve to see the battle to its end.
Encounter ✦ Divine, Healing
Standard Action  Close burst 5
Targent: Each bloodied ally in burst
Effect: Each target can spend a healing surge (+3d6+14). You are weakened until the end of your next turn.

Channel Divinity: Divine Mettle  Paladin Feature
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Encounter ✦ Divine
Minor Action  Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier (4).

Channel Divinity: Path of Freedom Feat Power
Through your prayer, you remind your friends that they are always truly free.
Encounter ✦ Divine
Minor Action  Close burst 5
Target: Each ally in burst
Effect: Each target can choose to make an escape attempt against a grab as a free action or to make a saving throw against an immobilizing, restraining, or slowing effect that a save can end.

Channel Divinity: Trickster's Fortune  Feat Power
You slyly twist your foe's fate and try to turn its misfortune into your fortune.
Encounter ✦ Divine
Immediate Interrupt  Close burst 5
Trigger: An enemy within 5 squares of you makes a saving throw
Target: The triggering enemy in burst
Effect: The target takes a -2 penalty to the saving throw. If the saving throw fails, you or an ally in the burst can make a saving throw.

Healing Word  Cleric Feature
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action  Close burst 5
 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points (+7d6+14).
 Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

Shield Bearer  Cleric Attack 1
A shimmering warrior steps from between the worlds to defend your allies.
Encounter ✦ Conjuration, Divine, Implement, Radiant
Standard Action  Ranged 10+4
Target: One creature
Attack: Wisdom (21) vs. Reflex
Hit: 2d8 + Wisdom modifier (10) 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.

Bastion of Health  Cleric Utility 6
You invoke a prayer that instantly fortifies one of your allies.
Encounter ✦ Divine, Healing
Minor Action  Ranged 10+4
Target: You or one ally
Effect: The target can spend a healing surge. Add your Charisma modifier to the hit points regained (+3d6+18).

Zealous Sanction  Cleric Attack 7
You name your foe an enemy of your god. Divine power sears it and heals any who strike it.
Encounter ✦ Divine, Healing, Implement, Radiant
Standard Action  Ranged 10+4
Target: One creature
Attack: Wisdom (21) 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 (+3d6+14).

Recall Ally  Cleric Utility 10
You summon a comrade to your side.
Encounter ✦ Divine, Teleportation
Move Action  Ranged 20+4
Target: One ally
Effect: You teleport the target to a square adjacent to you.

Remorse  Cleric Attack 13
Your words of reproach cause your foes to hesitate as they regret their violent acts.
Encounter ✦ Divine, Healing, Implement
Standard Action  Area burst 1 within 5+4 squares
Target: Each enemy in burst
Attack: Wisdom (21) vs. Will
Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
Effect: Each ally in the burst can spend a healing surge (+3d6+14).

Unexpected Return  Cleric Utility 16
A swift chant gives your ally a second chance at life.
Encounter ✦ Divine, Healing
Immediate Reaction  Ranged 5+4
Trigger: An ally within 5+4 squares of you drops to 0 hit points or fewer
Target: The triggering ally
Effect: The target can spend a healing surge (+3d6+14).

Thunderous Word  Cleric Attack 17
You shout a word that forcefully thrusts your enemies back while allowing your allies to position themselves more advantageously.
Encounter ✦ Divine, Implement, Thunder
Standard Action  Close blast 5
Target: Each enemy in blast
Attack: Wisdom (21) vs. Reflex
Hit: 3d6 + Wisdom modifier (10) thunder damage, and you push the target a number of squares equal to 3 + your Charisma modifier (7).
Effect: Allies in the blast can shift 1 square.

Daily Prayers:

Holy Vestments  Cleric Utility 2
Glowing sigils blossom over vour armor, forming a protective web.
Daily ✦ Divine
Standard Action  Personal
Effect: Choose acid, cold, fire, lightning, poison, or thunder. Until the end of the encounter, you gain resist 5 to that damage type, and any ally who ends a move adjacent to you gains resist 5 to that damage type until the start of his or her next turn.

Dismissal  Cleric Attack 9
You utter a mighty shout and cast your enemy out of the world.
Daily ✦ Divine, Implement, Teleportation
Standard Action  Ranged 10+4
Target: One creature
Attack: Wisdom (21) vs. Will
Hit: The target disappears into a n extraplanar prison (save ends). The target takes a -2 penalty t o saving throws against this effect, or a - 5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Aftereffect: The target is dazed until the end of its next turn.
Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.

Jade Rejuvenation  Jorasco Jadehand Utility 12
Your dragonmark glow a faint green. Sigils identical to the mark then appear over the heads of your friends.
Daily ✦ Healing
Minor Action  Close burst 5
Target: You and each ally in burst
Effect: You lose one healing surge, and each target gains regeneration 5 until the end of your next turn.

Purifying Fire  Cleric Attack 15
Divine fire engulfs your foes and leaves them burning. Like beacons of holy flame, your burning foes heal your nearby allies while the flames persist.
Daily ✦ Divine, Fire, Healing, Implement
Standard Action  Area burst 2 within 10+4 squares
Target: Each enemy in burst
Attack: Wisdom (21) vs. Reflex
Hit: 3d10 + Wisdom modifier (10) fire damage, and ongoing 10 fire damage (save ends). While this power's ongoing damage is in effect, you and your allies regain hit points equal to 5 + your Charisma modifier (+1d6+21) when starting a turn adjacent to one or more targets taking the ongoing damage.
Miss: Half damage, and no ongoing fire damage.

Miraculous Intervention  Cleric Attack 19
Your ally is overcome, but you buy time to restore that companion's health.
Daily ✦ Divine, Healing, Implement
Immediate Reaction  Ranged 5+4
Trigger: An ally within 5+4 squares of you drops to 0 hit points or fewer
Primary Target: The triggering ally
Effect: The primary target regains hit points as if he or she had spent a healing surge (+1d6+10). Make a secondary attack that is an area burst 2 centered on the primary target.
Secondary Target: Each enemy in burst
Attack: Wisdom (21) vs. Will
Hit: The secondary target is stunned (save ends).
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Item Details and Powers:

Symbol of Divine Reach  Level 18
This symbol lets you extend the reach of your retribution against enemies of your deity.
Implement (Holy Symbol)
Enhancement: +4 Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d10 damage per plus with ranged and area attacks.
Property: When using this holy symbol to deliver a ranged or area prayer, add the symbol's enhancement bonus to the range. For example, a +3 symbol of divine reach would increase "area burst 5 within 10 squares" to "area burst 5 within 13 squares."

Battlemaster's Weapon  Level 14
This weapon lets you reuse exhausted powers.
Weapon: Quaterstaff
Enhancement: +3 Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Minor Action. You regain the use of one encounter power.

Armor of Sacrifice  Level 20
These plain robes offer no apparent defensive value, yet they aid your allies when they suffer.
Armor: Stormscale Armor
Enhancement: +4 AC.
Power (At-Will): Minor Action. Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn.
Power (Daily ✦ Healing): Minor Action. Spend a healing surge. One ally within 5 squares of you regains hit points as though he or she had spent a healing surge (+1d6).

Carcanet of Psychic Schism  Level 15
This ornate headband protects your mind by splitting it in two, but there's a price to pay.
Item Slot: Head
Property: Gain a +1 bonus to Will defense.
Power (Daily): Immediate Interrupt. Use this power when an attack would make you stunned, dazed, or dominated. You are unaffected by that condition, and you instead take a -2 penalty to attack rolls and Will defense for the condition's normal duration.

Cloak of Distortion  Level 19
This cloak roils about you like the rippling air of a scorching desert.
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.

Bracers of Defense  Level 7
These enchanted armbands can be activated to reduce the damage you take from a single attack.
Item Slot: Arms
Power (Daily): Immediate Interrupt. You can use this power when you are hit by a melee attack. Reduce the damage dealt to you by the attack by 10.

Gloves of the Healer Level 12
Your healing is enhanced by this elegant handwear.
Item Slot: Hands
Property: When you use a power that has the healing keyword, one target regains an extra 1d6 hit points.
Power (Daily ✦ Healing): Standard Action. Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost (+1d6).

Belt of Vim  Level 8
You feel hale and hearty while wearing this wide belt.
Item Slot: Waist
Property: Gain a +1 bonus to Fortitude defense.

Boots of Quickness  Level 8
This supple leather footwear keeps you out of harm's way.
Item Slot: Feet
Property: Gain a +1 bonus to Reflex defense.

Bag of Holding  Level 5
This item appears to be a simple sack of brown canvas.
Wondrous Item  1,000 gp
Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a bag of holding is a minor action.

Elixir of Invisibility  Level 16
With a sip of this ivory, scentless liquid, you fade from view.
Elixir 1,800 gp
Power (Consumable): Minor Action. You drink the elixir and become invisible until the end of the encounter or for 5 minutes, whichever comes first. The effect ends if you make an attack.
Special: Consuming this elixir counts as a use of a magic item daily power.

Floating Lantern  Level 3
This silver lantern floats in midair under your control.
Wondrous Item  680 gp
Property: This lantern never needs lighting or refilling. When you let go of the lantern, it continues to hang in the air where you leave it. If weight in excess of 1 pound is applied to the lantern, it falls to the ground.
Power (At-Will): Minor Action. While you hold the floating lantern or are adjacent to it, you can set its light to be bright (10-square radius), dim (5-square radius), or off.
Power (At-Will): Move Action. The last creature to hold the lantern can mentally command it to move up to 10 squares in any direction, but not more than 10 squares from it.

Instant Campsite  Level 5
This tightly packed satchel expands into a complete campsite that can automatically pack up again.
Wondrous Item  1,000 gp
Power (Daily): Standard Action. You open the satchel and it magically expands into a complete campsite, including a campfire and four two-person tents with bedrolls. The campfire lasts for up to 12 hours (requiring no fuel) or until you spend another standard action to pack the campsite back into the satchel once more.

Everlasting Provisions  Level 4
This plain basket radiates delicious smells.
Wondrous Item  840 gp
Property: After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.

Exodus Knife  Level 12
This insubstantial silver blade appears to cut through solid walls.
Wondrous Item  13,000 gp
Power (Daily): Standard Action. When you use the exodus knife to trace a doorway onto a solid object, it opens a portal into an empty extradimensional space 4 squares wide, 4 squares high, and 4 squares long. While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door (a minor action). Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can't see in. Creatures on one side of the closed door cannot affect creatures on the other side. The extradimensional space lasts for 8 hours. Any creatures still in the space when the effect ends reappear in the closest unoccupied squares outside the door.

Zephyr Horseshoes  Level 9
These black iron horseshoes allow a mount to race across all kinds of terrain.
Item Slot: Mount  4,200 gp
Property: The mount ignores the effect of difficult terrain and can cross liquid surfaces as if they were solid ground. Any adverse effect of that terrain, such as the damage from acid or magma, still affects the mount normally.
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Rituals:

Brew Potion: 1 Page, Free, PHB301
Gentle Repose: 1 Page, Free, PHB301
Comprehend Language: 1 Page, 100 GP, PHB302
Endure Elements: 2 Pages, 100 GP, PHB304
Enchant Magic Item: 4 Pages, 175GP, PHB304
Cure Disease: 6 Pages, Free, PHB 303
Disenchant Magic Item: 6 Pages, 2600GP, PHB304
Discern Lies: 6 Pages, 360GP, PHB303
Sending: 6 Pages, 360GP, PHB312
Speak with Dead: 6 Pages, 360GP, PHB312
Steel Summons: 6 Pages, 360GP, EBPG116
Linked Portal: 8 Pages, 680GP, PHB307
Raise Dead: 8 Pages, Free, PHB 311
Remove Affliction: 8 Pages, Free, PHB 311
Water Breathing: 8 Pages, 680GP, PHB307
Banish Illusion: 11 Pages, 1800GP, EBPG116

Pages Used: 106, Master Price: 7575 GP
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Equipments and Items:

Equipments:

Implement: +4 Symbol of Divine Reach (+4 Enhancement, Level 18): 85000 GP, 1 lb.
Main Hand: +3 Battlemaster's Quarterstaff (Level 14): 21000 GP, 4 lb.
Off Hand: -
Armor: +4 Stormscale Armor of Sacrifice (Scale Armor, +9 Armor, +4 Enhancement, +2 Fort, Level 20): 125000 GP, 45 lb.
Head: Carcanet of Psychic Schism (Level 15): 25000 GP, -
Neck: +4 Cloak of Distortion (+4 Enhancement, Level 19): 105000 GP, -
Arms: Bracers of Defense (Level 7): 2600 GP, -
Hands: Gloves of the Healer (Level 12): 13000 GP, -
Feet: Boots of Quickness (Level 8): 3400 GP, -
Belt: Belt of Vim (Level 8): 3400 GP, -
Ring1: -
Ring2: -

Backpack Items:

Bag of Holding (Level 5): 1000 GP, 1 lb.
 Elixir of Invisibility (Level 16): 1800 GP, -
 Exodus Knife (Level 12): 13000 GP, 1 lb.
 Floating Lantern (Level 3): 680 GP, 2 lb.
 Instant Campsite (Level 5): 1000 GP 
 Everlasting Provisions (Level 4): 840 GP
 Ritual Book: 50 GP, 3 lb.
 Flint and steel: 1 GP, —
 Pouch, belt (empty): 1 GP, 1/2 lb.
 Rope, hempen (50 ft.): 1 GP, 10 lb.
 Waterskin: 1 GP, 4 lb.

Mount:

Hippogriff Dreadmount: Fly 11, 5 miles per Hour, 50 miles per Day, Normal: 262 lb., Heavy 525 lb. Push/Drag: 1,312 lb., Price 4200 GP
Zephyr Horseshoes (Level 9): 4200 GP

Currency: 2255 GP
Load: 51lb (Normal Load)
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« 上次编辑: 2009-07-31, 周五 22:19:00 由 Taburiss »
Truth or happiness, never both.