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12:59, 27th April 2024 (GMT+0)

Holymoley

Holymoley, level 1 Gnome Cleric/Wizard
Age: 25, Height: 3' 6", Weight: 62 lb.

Initiative: +1, Perception: 13, Insight: 18, Low-light Vision
HP: 21; Bloodied: 10; Surges: 6; value: 5
AC: 17; Fortitude: 10, Reflex: 14; Will: 15
Speed: 5

[R] Ghost Sound (Standard; At-Will) * Ranged 10
Arcane, Illusion
Range 10; Target: One object or unoccupied square.
Cause any sound as quiet as a whisper or as loud as a yell.
[R] Light (Minor; At-Will) * Ranged 5
Arcane
Range 5; Target: One object or unoccupied square.
Effect: Cause target to shed bright light. Fills all space within 4 squares of target.
Special: Only one light can be active. Creating a new light causes the other to wink out.
[R] Mage Hand (Minor; At-Will) * Ranged 5
Arcane, Conjuration
Range 5
Effect: Conjure a spectral, floating hand in a square in range. It can carry, move or manipulate objects weighing up to 20 pounds and can carry them 5 squares. Moving the hand requires move action and it moves at a speed of 5.
Sustain Minor: Sustain indefinitely.
Special: Only one hand at a time.
[R] Prestidigitation (Standard; At-Will) * Ranged 2
Arcane
Effect: Choose one - (Move 1 pound of material), (Create harmless sensory effect, such as a shower of sparks, puff of wind, faint music, strong oder), (Color, clean or soil 1 cubic foot for up to 1 hour), (Instantly light or snuff out a candle, torch, camp fire), (Chill, warm, flavor 1 pound of nonliving material for 1 hour), (Make a small mark or symbol appear on a surface for 1 hour), (Produce a small item or image that exists from nowhere until end of next turn), (Make small, handheld item invisible until end of next turn). Nothing created with this can deal damage, serve as a weapon or tool, or hinder another creature's actions. This can not duplicate the effect of any other power.
Special: You can have 3 prestidigitation effects active at one time.
[R] Magic Missile (Standard; At-Will) * Basic Ranged 20
Arcane, Force, Implement
2+4 force dmg
[R] Astral Seal (Standard; At-Will) * Ranged 5
Divine, Healing, Implement
+5 vs. Reflex; Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier (2).
Healer's Lore: The ally regains an additional 3 HP.
Total Value Healed: surge+5
[A] Skewering Spikes (Standard; Encounter) * Ranged 5
Arcane, Implement
Target: 1, 2, or 3 creatures
+4 vs Ref; 1d8+4 dmg or 2d8+4 dmg if you only target 1 creature.
[P] Fade Away (Immediate Reaction; Encounter) * Personal
Illusion
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.
[H] Healing Word (Minor; Encounter) * Healing
Divine, Healing
Effect: The target (You or an ally) can spend a healing surge. The target regains additional 1d6 HP.
Healer's Lore: The target regains an additional 3 HP
Total Value Healed: surge+1d6+3
[C] Beacon of Hope (Standard; Daily) * Close Burst 3
Divine, Healing, Implement
Target: Each enemy in burst
+3 vs. Will; Enemy is weakened.
Effect: You and all allies in burst regain 5 HP and your healing powers restore +5 HP until the end of the encounter.
Alignment: Good; Languages: Common, Elven
0 Acrobatics, 11 Arcana*, -2 Athletics, 2 Bluff, 2 Diplomacy,
3 Dungeoneering, -1 Endurance, 3 Heal, 4 Hist, 8 Insight*, 2 Intimidate,
3 Nature, 3 Perception, 9 Religion*, 2 Stealth, 2 Streetwise, 0 Thievery
Str 08(-) Dex 12(1) Wis 16(3)
Con 10(0) Int 18(4) Cha 14(2)
Equipment: S.A.K., Hide Armor, Staff, 50 gold




Rituals:
00) N/A

Feats:
01) Hybrid Talent (Cleric Armor Proficiency)

Future Feats:
02)
04)



Background Benefit: Noble Scion
Choose a knowledge skill and add it to your class skill list.
+2 to the skill chosen. (Chose Arcana)

Character description/personality:
Holymoley is a standard-sized gnome from the chubbier side of the species, looking more like an eladrin child than a half-pint adult. He has a rather light-hearted outlook on most things, but yet is often found being reserved. He has a good sense of humor and loves bad jokes alongside the good ones. He will say and do things most people consider too silly to actually do or say in public. Thankfully, it isn't anything he winds up embarrassed about.

Combat tactics:
Holymoley likes supporting his allies, but to that end, he also desires a good offense. Holymoley looks to maximize his attack power in the future, but in the meantime, he knows his best offense is to give his allies a good defense... and mix in some black magic on the side.

Character background:
Holymoley comes from a culture of childish people, having shared land with Kender. A cheerful and loved person, Holymoley became rather fond of the goddess who is responsible for people forming communities: Erathis. As he grew, he studied her ways. Being a mage was something expected of every gnome in his culture, so he grew up enrolled in mage school. Where he comes from, clerics aren't called clerics, but rather "White Mages" and what they do is considered primarily arcane with divine being more a "type" of magic, just like the elements. So while Holymoley serves Erathis, he did not get his power from church rituals like normal clerics. Rather, he got it from extensive study in "White Magic". Where he comes from, Holymoley is technically a full wizard for all intents and purposes. But to other adventurers, he would seem like a Cleric/Wizard.