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The Seraph

Divine Leader
A bright-eyed philosopher-knight, the Seraph is an inspiration to their allies and formidable in battle in their own right.
Name
Faith
Party
ClassCleric

Abilities and Skills

Distribute +3, +2, +1, +0 and -1 between abilities, then add +1 to any one ability.

Train 4 more skills of your choice. Religion is already trained.

Strength
☐ Athletics
☐ Endurance
Dexterity
☐ Acrobatics
☐ Initiative
☐ Sleight of Hand
☐ Stealth
Intelligence
☐ Arcana
☐ History
☑ Religion
Wisdom
☐ Dungeoneering
☐ Heal
☐ Insight
☐ Nature
☐ Perception
Charisma
☐ Bluff
☐ Diplomacy
☐ Intimidate
☐ Streetwise

Proficiencies

Weapons Simple melee and ranged

Armor Light armor, chainmail

Wands ☑ ☑

Equipment

  • ☑ Any weapon:
  • ☑ Any wand:
  • ☑ Chainmail (+6 AC, already included)
  • ☐ Any weapon:
    OR ☐ Any wand:
  • ☐ incense (worth 20gp) OR ☐ a foreign idol OR ☐ a prayer wheel OR ☐ writing kit
  • ☑ Dungeoneer's pack (backpack, bedroll, flint & steel, belt pouch, 10 days rations, waterskin, 2 glowbaskets, 50' rope)

Loot and Plunder

gold pieces
silver pieces
copper pieces

In Play

Current HP
/
Max HP
Bloodied
Recoveries
Recovery Value
Impetus⛺︎Level 3⛺︎Level 7⛺︎
Channel Faith

Short rest (5 mins) Regain Impetus, regain Channel, spend recoveries to heal

Stamina🌣︎Level 5🌣︎Level 9🌣︎
Action Points

Long rest (6 hours) Regain Stamina, heal to maximum HP, regain all spent recoveries, set Action Points to 1

Feats

At levels 4, 7 and 10, add a feat from any you meet the requirements for.

Armored Grace No speed reduction from heavy armor or skill penalty from heavy armor or heavy shield.
Ancestry
Level 4
Level 7
Level 10
Other
Other

Talents

At levels 2, 6 and 10, add a talent from any skill you have proficiency in.

Ancestry
Level 2
Level 6
Level 10
Other
Other
Other

Class Features

Channel Faith You can Channel Faith once per encounter. Your options are censure undead and one other: ☐ Light ward ☐ Shielded soul ☐ Wrath of the she-bear ☐ Guidance

Powers

Ⓔ︎ Swift healing, Ⓔ︎ Fortifying healing, ⛺︎ Rallying strike, 🌣︎ Sunlit smite.

⛺︎ Levels 3 and 7 – choose one

  • ☐ Trumpet of triumph
  • ☐ Blade of light
  • ☐ Starburst
  • ☐ The Splitter
  • ☐ Beam
  • ☐ Sapping blow
  • ☐ Sacred blue

🌣︎ Levels 5 and 9 – choose one

  • ☐ Glorious rush
  • ☐ Prophesized one
  • ☐ Angelfall
  • ☐ Pillar of fire
  • ☐ Swords to ploughshares

Ancestry

Paste your ancestry here
LevelAttack
(weapon / spell)
AC FortReflex WillSkills*
(trained / untrained)
HP (bloodied) / recoveryOtherXP for next
1+7 / +516131215+5 / +029 (14) / 71,000
2+8 / +617141316+6 / +134 (17) / 8Talent2,250
3+9 / +718151417+6 / +139 (19) / 9Impetus Power3,750
4+10 / +819161518+7 / +244 (22) / 11Feat5,500
5+11 / +920171619+7 / +249 (24) / 12Stamina Power7,500
6+12 / +1021181720+8 / +354 (27) / 13Talent10,000
7+13 / +1122191821+8 / +359 (29) / 14Feat, Impetus Power13,000
8+14 / +1223201922+9 / +464 (32) / 1616,500
9+15 / +1324212023+9 / +469 (34) / 17Stamina Power20,500
10+16 / +1425222124+10 / +574 (37) / 18Talent, Feat25,500

+2 AC and Reflex if equipped with a shield. Adjust AC if unarmored.

* Add the relevant ability, for example Strength for Athletics.

Current XP

Censure Undead

Encounter
●Channel Faith
burst 2, all undead
vs Will
2d8 + your level radiant damage. Target is pushed 5 squares and immobilized until the end of their next turn.
Half damage. Target is pushed 2 squares.
Level 11 Near burst 5 instead. Level 21 Near burst 8, 3d8 damage instead.

Fortifying Healing

Encounter
burst 5, one creature
The target may spend a recovery to heal equal to their recovery value +1d6 + your level or they gain that value in temporary HP (their choice).
Level 11 Near burst 10 instead. Level 21 Near burst 15 instead.

Guidance

Encounter
●Channel Faith
burst 3, self or one ally
The target is honed or blessed until the end of their next turn (your choice).

Light Ward

Encounter
●Channel Faith
burst 10, one ally
The target is fortified (save maintains). The first time they are hit by an attack during this period, the attacker takes 5 radiant damage then the target loses the fortified boon.

Rally

Encounter
Spend a recovery and heal your recovery value. You are fortified until the end of your next turn.

Shielded Soul

Encounter
●Channel Faith
burst 3, self or one ally
The target takes damage.
The target gets resistance to all damage 5 for that effect.
Level 11: 10.
Level 21: 15.

Swift Healing

Encounter
burst 5, one creature
The target may spend a recovery to heal equal to their recovery value +1d6 + your level or make a saving throw against a condition currently affecting them (their choice).
Level 11 Near burst 10 instead. Level 21 Near burst 15 instead.

Wrath of the She-Bear

Encounter
●Channel Faith
An ally within 10 squares is reduced to 0 HP or below by an attack.
You may move your speed towards the ally and make a basic attack against the enemy who made the attack.

Sunlit Smite

🌣︎ Daily
🌣︎ Stamina
weapon, one target
vs AC
3dW + your level radiant damage, and 5 persistent fire damage (save ends).
Half damage.
You can use sunlit smite multiple times a day, spending 1 Stamina each time.

Rallying Strike

⛺︎ Encounter
⛺︎ Impetus
Make a basic or at-will attack. Then choose an ally. They make a basic attack. If they wish, they can move up to their speed before making the attack.
You can use rallying strike multiple times a day, spending 1 Impetus each time.

Axe Grind

At-Will
weapon, one target
vs AC
2dW + double level damage and push the target 1 square.
Level 21 3dW + double level damage instead.
☑︎✋︎Hatchet 1d8 damage
☐︎✋︎Battleaxe 1d10 damage
☐︎👐︎Greataxe 1d12 damage

Bolt from the Blue

At-Will
weapon, one target
vs AC
2dW + double level damage.
Shift 1 square before making the attack.
Level 21 3dW + double level damage instead.
☑︎👐︎Crossbow 1d8 damage (Ranged 15/30, Loading swift)
☐︎👐︎Elite crossbow 1d10 damage (Ranged 15/30, Loading swift)

Careful Slice

At-Will
weapon, one target
vs Reflex
1dW + level damage.
Level 21 2dW + level damage instead.
☑︎✋︎Dagger 1d6 damage (Melee 1 or Ranged 5/10)
☐︎✋︎Misericorde 1d8 damage (Melee 1 or Ranged 5/10)
☐︎✋︎Rapier 1d10 damage

Cleaving Slice

At-Will
weapon, one target
vs AC
2dW + double level damage. An enemy adjacent to the target takes 1dW damage.
Level 21 3dW + double level damage instead. An enemy adjacent to the target still takes 1dW damage.
☑︎✋︎Sickle 1d8 damage
☑︎👐︎Scythe 1d10 damage
☐︎✋︎Longsword 1d10 damage
☐︎👐︎Greatsword 1d12 damage

Double Attack

At-Will
Must have a melee weapon in each hand
weapon, two targets
vs AC
1dW + level damage.
Level 21 2dW + level damage.
Each attack must be with a different melee weapon and against a different target.

Hammerfall

At-Will
weapon, one target
vs AC
2dW + double level damage.
Target takes 1dW damage.
Level 21 3dW + double level damage instead.
☑︎✋︎Light pick 1d6 damage (Melee 1 or Ranged 5/10)
☐︎✋︎Warhammer 1d10 damage
☐︎👐︎Maul 1d12 damage

Shillelagh

At-Will
weapon, one target
vs AC
2dW + double level damage and the target is dazed until the end of their next turn.
Level 21 3dW + double level damage instead.
☑︎✋︎Club 1d8 damage
☑︎👐︎Greatclub 1d10 damage
☐︎✋︎Light mace 1d10 damage
☐︎👐︎Heavy mace 1d12 damage

Sling of Misfortune

At-Will
weapon, one target
vs AC
1dW + level damage. Target's speed is reduced by 2 (save ends).
Level 21 2dW + level damage instead.
☑︎✋︎Sling 1d6 damage (Ranged 10/20, Loading free)

Spear Discipline

At-Will
weapon, one target
vs AC
2dW + double level damage. Any ally adjacent to the target can shift 1 square.
Level 21 3dW + double level damage instead.
☑︎✋︎Shortspear 1d8 damage
☐︎👐︎Longspear 1d12 damage

Staff Sweep

At-Will
weapon, one target
vs AC
2dW + level damage. Target must save or fall prone.
Level 21 3dW + level damage instead.
☑︎👐︎Quarterstaff 1d10 damage

Bless

Daily
burst 10, self and allies
The target is honed (save maintains).

Cure Wounds

Daily
touch, self or one creature
The target heals equal to their recovery value.
Level 6 Equal to double their recovery value.
Level 16 Equal to triple their recovery value.

Shield of Faith

Daily
burst 10, self and allies
The target is fortified (save maintains).

Beam

⛺︎ Encounter
⛺︎ Impetus
10, one creature
vs Reflex
3d6 + level radiant damage and the target is blinded until the end of their next turn.

Blade of Light

⛺︎ Encounter
⛺︎ Impetus
weapon, one creature
vs AC
3dW + your level radiant damage.
You or an ally within 5 squares can spend a recovery to heal their recovery value.

Sacred Blue

⛺︎ Encounter
Your weapon travels before you like the hammer of God.
⛺︎ Impetus
5, one creature
vs AC
3dW + level lightning and thunder damage.
Before the attack, you teleport to a space adjacent to the target.

Sapping Blow

⛺︎ Encounter
⛺︎ Impetus
weapon, one creature
vs Will
2dW + level damage.
An ally within 5 of the target gains 10 temporary HP.

Starburst

⛺︎ Encounter
⛺︎ Impetus
burst 3, all enemies
vs Will
The target is dazed until the end of their next turn.

The Splitter

⛺︎ Encounter
⛺︎ Impetus
weapon, one or two creatures
vs AC
2dW + level damage and the target is dazed until the end of their next turn.

Trumpet of Triumph

⛺︎ Encounter
⛺︎ Impetus
spray 5, all enemies
vs Fortitude
The target is off-guard until the end of their next turn. If the target is already off-guard, they fall prone instead.
Each ally in the area heals 5 HP.

Angelfall

🌣︎ Daily
🌣︎ Stamina
weapon, one creature
vs AC
3dW + level damage.
Half damage.
An ally within 5 squares of you flies to a space adjacent to the target. They make a melee basic attack against the target. The ally may also spend a recovery to heal their recovery value.
You can levitate up or down 1 square per round by meditating. You cannot do anything else while meditating.

Glorious Rush

🌣︎ Daily
🌣︎ Stamina
weapon, one target
vs AC
3dW + your level radiant damage.
Half damage.
Each ally within 2 squares of you can shift 2 and make a basic melee attack against the target (if within range).
You and your allies’ overland travel speed improves by 10% outside of combat.

Pillar of Fire

🌣︎ Daily
🌣︎ Stamina
burst 2 within 10, all enemies
vs Reflex
3d10 + level fire damage.
Half damage.
You can cause flames within 6 squares to flicker, brighten, dim, or change color as a swift action or create light as bright as a lantern from your hand or forehead.

Prophesized One

🌣︎ Daily
🌣︎ Stamina
touch, one ally
Until the end of the encounter, the target gets a +5 bonus to damage with weapon attacks. Each time the target hits an enemy, the enemy is off-guard until the end of their next turn.
At the end of a short rest you can pray for guidance about a course of action you plan to take within the next 30 minutes. You receive a positive, negative or ambiguous omen as the Game Master decides.

Swords to Ploughshares

🌣︎ Daily
🌣︎ Stamina
10, one enemy
vs Will
The target cannot attack (save ends).
The target cannot attack until the end of their next turn.
You can create enough food and water for five people at the end of each long rest.

Mass Cure Wounds

Daily
burst 5, self and all allies
The target heals equal to their recovery value plus 5.
Level 22 Equal to double their recovery value plus 10 instead.

Cleric Feats

Deep Faith Channel Faith an additional time per encounter (you cannot choose the same power twice in an encounter).
Overflowing Life Each time you use swift healing or fortifying healing, you heal yourself for 4 HP.
Wand Proficiency Repeatable Proficient with a wand: ______________________
Wand Proficiency Repeatable Proficient with a wand: ______________________
Scale Armor Proficiency Scale armor gives +7 AC (+1 more than chainmail). Requires Chainmail Proficiency
Skill Training Repeatable Become trained in a skill of your choice.
Skill Training Repeatable Become trained in a skill of your choice.
Skill Training Repeatable Become trained in a skill of your choice.
Skill Training Repeatable Become trained in a skill of your choice.
Seize Advantage Treat immobilized and slowed targets as off-guard. Level 11, Deafened and weakened targets are also off-guard.
Hop To It Whenever one of your powers causes an ally to spend a recovery, that ally can shift 2 squares.
Shield Proficiency You are proficient with light and heavy shields.
Touch of Grace You get a +1 bonus on all saving throws. Level 11, +2 instead. Level 21, +3 instead.
The Seraph

Religion Talents

Bless Religion Add Bless to your powers.
Cure Wounds Religion Add Cure wounds to your powers.
Mass Cure Wounds Religion Add Mass cure wounds to your powers. Requires Level 10 or higher
Shield of Faith Religion Add Shield of faith to your powers.
Applied Guidance Religion Whenever you would make a Wisdom ability check, you can make a Religion skill check instead.

Human

Ancestry
Medium natural humanoid (human)
Speed 6 squares
Languages ☑ Common, one of:
☐ Goblin  ☐ Dwarvish  ☐ Elvish  ☐ Giant
Skill Training Tick a skill of your choice.
Ancestry Feat Add a human feat.
Bonus Feat Add a human or class feat.
General Talent Add one from any skill you have proficiency in.

Human Feats

Skill Acuity Choose a talent from any skill you have proficiency in. Requires Level 2 or higher
Action Hero During the action you gain by spending an action point, you get a +2 bonus to attack rolls and damage.
Teamwork When you aid an ally, instead of the +2 bonus they may reroll their roll and take the higher result.
Touch of Grace You get a +1 bonus on all saving throws. Level 11, +2 instead. Level 21, +3 instead.