Pouncival
lv.4 dwaft cleric devoted cleric
Height: 3'7
Weight: 200 lb.
Size: Medium
worship:melora
Racial Traits
Height: 4'8" Weight: 200 lb. Size: Medium
Speed: 5 squares Vision: Low-light
Languages: Common, Dwarven Alignment: Unaligned Deity: Moradin
Skill Bonus: +2 Dungeoneering, +2 Endurance (already included).
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you move 1 square less than the effect specifies.
In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.
basic+race+level(check)
str.9+0+0=9(+1)
dex.10+0+0=10(+2)
con.14+2+0=16(+5)
int.8+0+0=8(+1)
wis.15+2+1=18(+6)
cha.14+0+1=15(+4)
hp: 35
Bloodied: 17
HS: 11
Surges Per Day: 10
Ini: +0 Action Points: 1
AC: 19
FOR:16
REF:13
WILL:19
ATTACKS
class 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.
Feats
Melora’s Tide [Divinity]
Prerequisites: Channel Divinity class feature,
must worship Melora
Benefit: You can invoke the power of your deity to
use Melora’s tide.
Ritual Caster[extra]
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.
Toughness
Benefit: When you take this feat, you gain additional
hit points. You gain an additional 5 hit points at
each tier of play (at 1st, 11th, and 21st level).
Dodge Giants [Dwarf]
Prerequisite: Dwarf
Benefit: You gain a +1 bonus to AC and Reflex
defense against the attacks of Large or larger foes
Skills
Skills (Ability) Modifier
Acrobatics (Dex) +2
Arcana (Int) +1
Athletics (Str) +1
Bluff (Cha) +4
Diplomacy (Cha) +9 Trained
Dungeoneering (Wis) +8
Endurance (Con) +8
Heal (Wis) +11 Trained
History (Int) +1
Insight (Wis) +11 Trained
Intimidate (Cha) +4
Nature (Wis) +6
Perception (Wis) +6
Religion (Int) +6 Trained
Stealth (Dex) +2
Streetwise (Cha) +4
Thievery (Dex) +2
Powers
At-Will Powers
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
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.
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
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally
you can see chooses either to gain temporary hit points
equal to your Charisma modifier + one-half your level or
to make a saving throw.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Encounter Powers Cleric Attack 1
Cause Fear
Your holy symbol ignites with the fury of your god. Uncontrollable
terror grips your enemy, causing him to instantly recoil.
Encounter ? Divine, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target moves its speed + your Charisma modifier
away from you. The fleeing target avoids unsafe squares
and difficult terrain if it can. This movement provokes
opportunity attacks.
Command Cleric Attack 3
You utter a single word to your foe, a word that demands obedience.
You can choose to drive the foe back, order it closer, or cause
the foe to throw itself to the ground.
Encounter ? Charm, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next turn. In
addition, you can choose to knock the target prone or
slide the target a number of squares equal to 3 + your
Charisma modifier.
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: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place.
Encounter ? Divine, Implement, Radiant
Standard Action Close burst 2
(5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you
push the target a number of squares equal to 3 + your
Charisma modifier. The target is immobilized until the end
of your next turn.
Increase damage to 2d10 + Wisdom modifier at 5th level,
3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom
modifier at 15th level, 5d10 + Wisdom modifier at 21st
level, and 6d10 + Wisdom modifier at 25th level.
Miss: Half damage, and the target is not pushed or
immobilized.
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.
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.
Channel Divinity: Melora’s Tide Feat Power
Melora sends a tide of healing energy to aid you or a bloodied
friend.
Encounter ? Divine, Healing
Minor Action Ranged 5
Target: You or one ally; bloodied target only
Effect: The target gains regeneration 2 until the end of the
encounter or until he or she is no longer bloodied.
If you are 11th level or higher, this power grants regeneration
4 instead. If you are 21st level or higher, this power
grants regeneration 6 instead.
Special: You must take the Melora’s Tide feat to use this
power.
Sanctuary Cleric Utility 2
You cast a protective ward upon a creature that makes enemies’
attacks less effective.
Encounter ? Divine
Standard Action Ranged 10
Target: You or one creature
Effect: The target receives a +5 bonus to all defenses. The
effect lasts until the target attacks or until the end of your
next turn.
Daily Power
Beacon of Hope Cleric Attack 1
A burst of divine energy harms your foes and heals your allies.
The radiant energy lingers around your holy symbol and improves
your healing powers for the rest of the battle.
Daily ? Divine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points,
and your healing powers restore +5 hit points until the end
of the encounter.
Items
Symbol of Life
The power of your faith adds energy to your healing prayers.
Lvl 2 +1 520 gp
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily ? Healing): Minor Action. Until the end of
your turn, any character healed by one of your encounter
powers or daily powers regains an additional 1d6 hit
points.
Dwarven Armor
Crafted by the finest dwarf armorsmiths, this armor was once
only available to dwarves, though now some armorsmiths will
create a set for whoever can pay the price.
Lvl 2 +1 520 gp
Armor: Chain
Enhancement: AC
Property: Gain an item bonus to Endurance checks equal to
the armor’s enhancement bonus.
Power (Daily ✦ Healing): Free Action. Regain hit points as
if you had spent a healing surge
Amulet of Protection
This light blue amulet increases your defenses.
Lvl 1 +1 360 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Belt of Vigor
This chain metal belt improves your recuperative abilities.
Lvl 2 520 gp
Item Slot: Waist
Property: You gain a +1 item bonus to your healing surge
value.
Adventurer’s Kit: This kit includes: a backpack, a bedroll,
flint and steel, a belt pouch, two sunrods, ten days worth of
trail rations, 50 feet of hempen rope, and a waterskin. 15gp
Climber’s Kit: This kit includes all the items grouped beneath
its entry: a grappling hook, a small hammer, and ten pitons. When
you use a climber’s kit, you gain a +2 bonus to Athletics checks
for climbing. 2gp
gold:

很柴肯定很多错。。。