Timothius
LVL 23 Encounter: Spirit Flame

"Eeshvar ka sammaan. Pelor's exalted archangel. Your brother. His title means 'Pelor's Honor.'"
"Dastaane. Pelor's invoker. Your sister. Her title means, 'Hands of warmth.'"

Timothius, level 21 Razorclaw Shifter Exalted Angel Cleric of Pelor Messenger of Peace
Age: 16, Height: 5' 4", Weight: 120 lb.
Initiative +13 (CA during first turn), Perception 27, Insight 34 <-(Can be rolled twice), low-light vision

Peacemaker's Action: When you spend an action point to make an attack, you gain a +4 bonus to attack rolls with attacks that don't deal damage. This bonus lasts until the end of your next turn.

Vow of Nonviolence: When you hit with an attack that doesn't deal damage, you gain a +2 flat bonus to all defenses until the start of your next turn.


HP 124; Bloodied 62; Surges 9; value: 31
AC 32*; Fortitude 25*, Reflex 32*; Will 41*
 *+2 when Tim hits with a non-damage attack.
Speed 6
Resist: 5 Poison 10 Psychic 10 Necrotic 10 Cold
Save Throws:
 •Can save at start of turn v dazed or stunned, even if the effect doesn't normally end on a save.
 •Whenever Tim saves, one ally wearing a ring of sympathy can make a saving throw.
 •+2 v ongoing poison once per encounter
[P] Light of Order (Minor; at will) * Personal
Effect: Shed bright light out to 4 squares until you end the light as a free action.
[M] Basic Melee (Standard; At-Will) * Basic Melee
Weapon
Quarterstaff: +12 vs. AC; 1d8+3 dmg.
[R] Astral Seal (Standard; At-Will) * Ranged 5
Divine, Healing, Implement
+21 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 (5).
Healer's Brooch: +2 HP regained
Gloves of the Healer: The target regains +1d6 hp
Symbol of Gajz: Resist 5 of your choice: Acid, Cold, Fire, Lightning, Poison
(TOTAL HEALED: 1d6+9, Resist 5 choice)

Assured Healing: An ally in 5 regains hp equal to your cha mod (5), Resist 5 choice
[R] Sacred Flame (Standard; At-Will) * Ranged 5
Divine, Implement
+19 vs. Ref; 1d6+9 radiant dmg. One ally I can see chooses to either gain 4 temporary hp or make a saving throw.
[P] Razorclaw Shifting (Minor; Encounter) * Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
[B] Solar Enemy (Minor; Encounter) * Close Burst 2
Divine
Target: Each enemy in burst
Effect: Each target gains vulnerability 5 radiant, or its vulnerability to radiant increases by 5.
[R] Return from Death's Door (Interrupt; Daily) * Ranged 20
Divine, Healing
Trigger: Ally in 20 fails death save.
Effect: Ally succeeds and can spend a heal surge.
Healer's Lore: The target regains additional HP equal to your Wis mod (6)
Pacifist Healer: The target regains additional HP equal to 2d6+cha mod (5)
Healer's Brooch: +2 HP regained
Mark of Healing: Target can make a saving throw
Gloves of the Healer: The target regains +1d6 hp
Symbol of Gajz: Resist 5 of your choice: Acid, Cold, Fire, Lightning, Poison
 (Total: Surge+3d6+13, save throw, Resist 5 choice)
[B] Healing Word (Minor; Encounter) * Close Burst 10
Divine, Healing
Effect: The target (You or an ally) Anyone* can spend a healing surge. The target regains additional 5d6 HP.
*Shared Healing feat: When Tim uses a power that lets an ally spend a surge, anyone can spend a surge in place of that ally.
Healer's Lore: The target regains additional HP equal to your Wis mod (7)
Pacifist Healer: The target regains additional HP equal to 3d6+cha mod (6)
Symbol of the Holy Nimbus: You and each ally gain cha mod (6) + symbol enh bonus (1) temp HP
Healer's Brooch: +3 HP regained
Mark of Healing: Target can make a saving throw
Shielding Word: +2 to target's defenses
Defensive Healing Word: +Cha mod (6) to target's defenses
Gloves of the Healer: The target regains +1d6 hp
Holy Healer's Quarterstaff +2: +4 HP regained
 (Total: Surge+9d6+20, save throw, +8 defenses, and you and each ally gain 7 temp HP)
Allies' Surge Values plus bonus:
•Kyle: 33(surge) + 20(bonus) = 53
•May: 40(surge) + 20(bonus) = 60
•Mittens: 26(surge) + 20(bonus) = 46
•Raichel: 31(surge) + 20(bonus) = 51
•Tim: 31(surge) + 20(bonus) = 51
[C] Healer's Mercy (Standard; Encounter) * Close Burst 5
Divine, Healing
Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge. You are weakened until the end of your next turn.
Healer's Lore: The target regains additional HP equal to your Wis mod (6)
Pacifist Healer: The target regains additional HP equal to 2d6+cha mod (5)
Healer's Brooch: +2 HP regained
Mark of Healing: Target can make a saving throw
Gloves of the Healer: The target regains +1d6 hp
Symbol of Gajz: Resist 5 of your choice: Acid, Cold, Fire, Lightning, Poison
 (Total: Surge+2d6+11, save throw, Resist 5 choice)
Allies' Surge Values plus bonus:
•Kyle: 28(surge) + 11(bonus) = 39
•May: 32(surge) + 11(bonus) = 43
•Mittens: 22(surge) + 11(bonus) = 33
•Raichel: 25(surge) + 11(bonus) = 36
•Tim: 25(surge) + 11(bonus) = 36
[R] Bastion of Health (Minor; Encounter) * Ranged 10
Divine, Healing
Target: You or one ally
Effect: The target can spend a healing surge. Add your cha mod (+5) to the hp regained.
Healer's Lore: The target regains additional HP equal to your Wis mod (6)
Pacifist Healer: The target regains additional HP equal to 2d6+cha mod (5)
Healer's Brooch: +2 HP regained
Mark of Healing: Target can make a saving throw
Gloves of the Healer: The target regains +1d6 hp
Symbol of Gajz: Resist 5 of your choice: Acid, Cold, Fire, Lightning, Poison
 (Total: Surge+3d6+18, save throw, Resist 5 choice)
Allies' Surge Values plus bonus:
•Kyle: 28(surge) + 18(bonus) = 46
•May: 32(surge) + 18(bonus) = 50
•Mittens: 22(surge) + 18(bonus) = 40
•Raichel: 25(surge) + 18(bonus) = 43
•Tim: 25(surge) + 18(bonus) = 43
[C] Shining Symbol (Standard; Encounter) * Close Blast 3
Divine, Implement, Radiant
Target: Each enemy in blast
+19 v Will; 1d8+9 radiant dmg. Target takes -2 penalty to attack rolls until the end of your next turn.
Lvl 11: 2d8+Wis
Lvl 21: 3d8+Wis
[R] Prophetic Guidance (Standard; Encounter) * Ranged 5
Divine
Effect: The target grants combat advantage until the end of your next turn, and your allies gain a power bonus to damage rolls against the target equal to your Wisdom modifier (6) until the end of your next turn. The next ally who misses the target before the end of your next turn can reroll the attack.
[R] Break the Spirit (Standard; Encounter) * Ranged 10
Charm, Divine, Implement, Radiant
Target: Each enemy in blast
+19 v Will; 2d8+9 radiant dmg. Target takes -4(Cha mod) penalty to attack rolls until the end of your next turn.
[C] Reverent Mettle (Immediate Interrupt; Encounter) * Close burst 5
Divine
Target: Triggering Ally in burst
Trigger: An ally in 5 takes dmg from an attack
Effect: Reduce the triggering attacks damage by 5+cha mod(5).
Special: When you use your channel divinity power, you regain the use of reverent mettle
[C] Peacemaker's Pronouncement (Minor; Encounter) * Close burst 5
Divine
Target: One creature in burst
Effect: One effect on the target that would otherwise end at the end of your current turn instead lasts until the end of your next turn.
[R] Pacify (Standard; Encounter) * Ranged 5
Divine, Implement
+19 v Will; If the target hits or misses with an attack before the start of your next turn, it is stunned until the end of its next turn.
[B] Moment of Glory (Standard; Daily) * Close Blast 5
Divine, Fear, Implement
Target: Each enemy in burst
+19 vs. Will; You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect persists.
[R] Iron to Glass (Standard; Daily) * Ranged 10
Divine, Implement
+19 vs. Ref; Until end of encounter, target takes -4 to melee damage rolls. Whenever target hits with a melee attack, the penalty worsens by 2 to a max of -10.
Miss: Same as above, but halved. (-2 to dmg. worsen by 1 to max of 5)
[R] Rebuke Violence (Standard; Daily) * Ranged 10
Divine, Implement
+19 vs. Will; The target cannot attack (save ends). Until you or an ally attack the target, it takes a -5 penalty to saving throws against this effect.
Miss: The target cannot attack until the end of your next turn.
Alignment: Good; Languages: Common, Elven, (Secret Language)
(* = Trained in that skill)
11 Acrobatics, 8 Arcana, 7 Athletics, 16 Bluff, 21 Diplomacy*,
14 Dungeoneering, 7 Endurance, 19 Heal*, 8 History, 21 Insight* <-(ROLL TWICE), 13 Intimidate,
14 Nature, 14 Perception, 15 Religion*, 11 Stealth, 13 Streetwise, 9 Thievery
Str 11(0) Dex 15(2) Wis 22(6)
Con 11(0) Int 11(0) Cha 20(5)
Equipment:
Money: 127,295
Armor: Braidmail Armor of Resist Necrotic +3 (Resist 10 necrotic)
Head: Gem of Colloquy (+3 Bluff & Diplo. 2 extra languages)
Neck: Healer's Brooch +2 (+2 to hp regained from healing powers)
Weapon: Holy Healer's Quarterstaff +2
 Off-Hand: Symbol of Gajz
 Alt Weapons: Blood Fury Scythe (Enc: Minor; Treated as bloodied)
Arms: Bracers of Mental Might (Enc: Wis instead of Str)
Hands: Gloves of the Healer (+1d6 extra to heal powers)
Ring 1: Ring of Winter
Ring 2: Ring of Sympathy
Waist: Viper Belt (Resist 5 poison)
Feet: Boots of Quickness (+1 Reflex)
Holy Symbols: Symbol of the Holy Nimbus (cha+enh thp granted), Symbol of Gajz (Resist 5 of chosen element)
Boons: Closed Mind (Resist 10 psychic), Pelor's Sun Blessing (Extra dmg to vuln rad. At-will light power), Flickers of Faith (+1 surge. Daily death save)
Other: S.A.K., Flute, Tent,


Plushies:
Apparatus of Kwalish Hand-puppet
Cyclops Muppet http://vignette4.wikia.nocookie.net/monster/images/b/bb/Brittany_Cyclops_2.jpg/revision/latest?cb=20121005001124
Mommy Plushie
Chillreaver plush
Beholder Muppet
Plushie baby naga with a rattle in its tail (Virizan)
Plushie Planestalkers (fat dudes with mantis arms and mouths)
Plushie spiders
Plushie Astral Shade (hooded ghost with white cloak and red beady eyes)
Puppet Vacuum ( http://i.ebayimg.com/images/i/151718478063-0-1/s-l1000.jpg )
Plushie Irfelujhar ( https://c1.staticflickr.com/3/2398/2090412548_07748dc640_b.jpg )

To Get Some Day:
Pocket Dimension inside of Tree
http://www.amusingplanet.com/2011/11/sunland-baobab-bar-inside-hollowed-out.html


RITUALS:
Lvl 1) Gentle Repose (CC: 10gp) <-- Freebie
Lvl 1) Create Holy Water (CC: 50gp) <-- Freebie
Lvl 8) Raise Dead (CC: 500gp) <-- PAID FOR
Lvl 8) Remove Affliction (CC: 250gp) <-- Freebie
Lvl 12) Hallowed Temple (CC: 520gp) <-- PAID FOR



Holy Water Level 1
Undead and demons react poorly to the touch of this liquid.
Lvl l 20 gp   Lvl 16 1.800 gp
Lvl 6 75 gp   Lvl 21 9.000 gp
Lvl 11 350 gp Lvl 26 45,000 gp
Alchemical Item
Power (Consumable • Radiant): Minor Action. Make an
attack: Ranged 3 / 6: +4 vs. Reflex: on a hit, the attack
deals 1d10 radiant damage to an undead creature or a
demon.
Level 6: +9 vs. Reflex: 1dl0 radiant damage.
Level 11: +14 vs. Reflex; 2d10 radiant damage.
Level 16: +19 vs. Reflex; 2d10 radiant damage.
Level 21: +24 vs. Reflex 3d10 radiant damage.
Level 26: +29 vs. Reflex 3d10 radiant damage.


Feats:
01) Ritual Caster
01) Light of Order (Bright light out to 4 squares)
01) Defensive Healing Word: +5(cha mod) to all my ally's defenses when I use healing word on them.
02) Pacifist Healer (When I use power that grants use of surge, they regain 1d6+cha MORE hp)
    NOTE: 2d6+cha mod more at 11th. 3d6+cha mod more at 21st.
04) Solar Enemy (Make enemies in burst 2 vulnerable radiant +5)
06) Mark of Healing (When I use a heal power on an ally, they get a save throw)
08) Superior Will (+2 Will. Save throw at start of turn to end daze or stun)
10) Shielding Word (+2 to ally's defenses when I use healing word on them.)
11) Assured Healing (When you miss with attack that heals, ally gains Cha hp)
12) Gambler's Word (Enc: When you crit, gain another use of healing word)
14) Superior Reflexes (+2 Ref. CA on first round of combat)
16) Eye of Judgement: Roll twice for insight. Use either result.
18) Battlewise (Use Wis instead of Dex for Initiative)

Future Feats:
??) Invigorating Critical: Crit on divine attack = ally adjacent to you or your target regains 10+your wis mod(5) hp.
-Defensive Grace: +5(cha mod) to all my defenses when I use healer's mercy
-Power of Life: +2 Heal. On a hit, Astral Seal grants +3thp to an ally
-Harbinger of Rebirth: +2 heal. Allies in 5 gain +5 death saves
11) Extended Healing (Increase Healing Word burst by 5)
11) Beasthide Shifting (Shifting grants resist 2 all)

epic feats:
??) Beatific Healer (+cha mod to hp gained from heal powers that use surges)
??) Glorious Channeler (Use TWO channel divinity powers per encounter)
??) Reactive Healing (Can use Healing Word as immediate reaction when ally drops to 0hp or fewer)
??) Shared Healing (When you cause an ally to spend a surge, that ally heals as though they spent a surges, but you or anyone on your team may spend a surge for them instead)
??) Supreme Healer (Heal two targets instead of one.)


Possible MC Feats:
-Bardic Diletante (MC Bard. Choose one skill from bard. Oncer per day, use Majestic Word)
 RP Reason: Tim has been singin'!
-Spirit Talker (MC Shama. Nature skill. Call spirit companion. Prereq for YET ANOTHER HEAL EVERY ENCOUNTER!)
 RP Reason: Timothius starting to talk with spirits of the dead for how much he wants to reach out to them.
 But holy cow... ALLLLL the heals, but more!
-Soldier of Virtue (MC Paladin. Choose one skill from Paladin. Once per day, use virtue's touch.)
 RP Reason: Tim has been a pally before in an alternate world. This is just a good excuse to remove afflictions.


Power of Life: +2 heal checks. When you hit with Astral Seal, you grant 3 temp hp to an ally within 10 squares of you.
Solar Enemy: Gain the Channel Divinity power "Solar Enemy".
Channel Divinity: Solar Enemy Feat Power
The divine sunlight playing across your enemies is a sign of the
radiance to come.
Encounter • Divine
Minor Action Close burst 2
Target: Each enemy in burst
Effect Each target gains vulnerable 5 radiant, or its vulnerability
to radiant damage increases by 5.

Demonbane/Devilbane: Target Demons/Devils with powers that target undead.
Pacifist Healer: Heal an extra 1d6+Cha mod with powers that allow ally to spend a surge. If you damage a bloodied enemy, you are stunned until the end of your next turn.


Background Benefit: Explorer/Guide
Add an extra language of your choice
Add Nature to your class skill list, and you gain a +2 bonus to Nature checks.

Theme: Ordained Priest
quote:
Lv 1: Choice of Smiting Symbol, or Shining Symbol  Enc power.  One is Melee weapon with ally defense and THP buff.  The other is Close Blast 3 radiant Implement. Enemy only, target to-hit debuff. Chose Shining Symbol.

Useful Utility lv 2: Day, standard.  Close burst 2. you and each ally.  Each target can make a save throw, and regain5 HP.  10 HP if they are bloodied. didn't choose this

Lv 5: +2 power to religion and insight.

Lv 10: Adjacent allies get +1 power to save throws.

Useful Lv 10 Utility:  Day standard. Close burst 1 zone, until end of your next turn. Allies inside get +2 bonus to all Defense, +5 to surge value.  Any undead creatures that end turn in zone take 5 Radiant DMG.
Sustain Minor.


Character description/personality:
Timothius is a boy of small frame, matching his twin sister's height. As a shifter, he looks like a human with cat features. In he and his sibs' case, it's a pair of cat ears at the top, a tail, a darkened nose, and a coat of short, light brown fur with dark brown stripes adorning it.

Timothius is a soft-hearted individual who cares deeply for all life. He literally takes the adage "wouldn't hurt a fly" to the literal degree. Life always comes first, even the lives of his enemies will come as a priority. Though Timothius loves life, he will not get in the way of justice.


Combat tactics:
Timothius' healing powers are so potent that he generally waits for his allies to be at least bloodied for full effect. He has learned to not panic in the face of seeing blood or his friends and family getting maimed. Healing aside, Timothius has very little in the way of attacks due to not wanting to harm anyone. But he does have a lot of powers that help his allies; even his attacks. Ultimately, Timothius doesn't have any set tactic beyond keeping his allies alive and helping make sure the enemy goes down fast so nobody has to suffer for long.


Character background:
Timothius grew up with his sisters in a tribe of razorclaw shifters. Their home held strong beliefs in "might makes right", "if you can not kill something yourself, you aren't a man", and "women are to cook, clean, make babies, and then raise said babies." According to their tribe, Timothius and his sisters were all born with personalities contrary to their given gender. This made them outcasts, made fun of, and generally seen as a curse to their parents. Once Timothius' older sister Mittens was old enough, she took her two younger siblings and left home to seek out a new life. For Mittens, it was adventure. For Timothius, it was "anywhere but home", yet he got home sick often. For Tim's twin sister Raichel, it was a similar situation. The siblings went from town to town, being rejected or shot at for being "monsters". They then found the town of Brindol and an opportunity to earn a name. They have been heroing in the Elsir Veil ever since...