John Marshall - Sheriff - cleric2 - human
John Marshall driven by the law. The badge isn't just a job it is a duty to correct wrongs wherever he sees them. Wolf-brother is an Indian who was attacked by settlers for being not white, Felix was a ex-bandit in danger of being hungfor the crime of being an ex-convict in a place where a different crime was convicted. John could not let these injustices pass. "The Marshall" (as he is called) is a beacon of hope and justice in a world gone bad.
Note - Healing by the Marshall is morale/redaction not magic, "Suck it up kid, that bullet just winged you."
stats - wis18, cha14, str13, dex12, con11, int10
Maximum Hit Points: 28
Bloodied: 14
Surge Value: 7
Surges / Day: 7
Speed: 5 squares [includes armor penalty]
Vision: Normal
Initiative: 1d20 +2 = + 1 [dexterity] +1 [lev/2]
Armor Class: 17 = 10 + 6 [military vest + badge] +1 [lev/2]
Fortitude Defense: 13 = 10 + 1 [Human] + 1 [strength] +1 [lev/2]
Reflex Defense: 13 = 10 + 1 [Human] + 1 [dexterity] +1 [lev/2]
Will Defense: 18 = 10 + 1 [Human] + 2 [cleric] + 4 [wisdom] +1 [lev/2]
Attacks:
Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength]
Pistol: +4 vs AC [+1 dexterity] [+2 proficiency]; damage 1[W]=1d8+2 [dex][weapon focus]
range 15/30 4 lb (Pistol) Load minor
Turn Undead +5i [base wisdom attack] vs will
Lance of Faith +5i [base wisdom attack] vs reflex
Sacred Flame +5i [base wisdom attack] vs reflex
Cause Fear +5i [base wisdom attack] vs will
Cascade of Light +5i [base wisdom attack] vs will
i Implement-usable power. Apply a bonus as appropriate.
Skills:
Acrobatics: +1 = 1 [dexterity] -1 [armor] +1 [lev/2]
Arcana: +1 = 0 [intelligence] +1 [lev/2]
Athletics: +1 = 1 [strength] -1 [armor] +1 [lev/2]
Bluff: +3 = 2 [charisma] +1 [lev/2]
Diplomacy: +8 = 2 [charisma] + 5 [class training] +1 [lev/2]
Dungeoneering: +5 = 4 [wisdom] +1 [lev/2]
Endurance: +0 = 0 [constitution] -1 [armor] +1 [lev/2]
History: +6 = 0 [intelligence] + 5 [class training] +1 [lev/2]
Insight: +10 = 4 [wisdom] + 5 [class training] +1 [lev/2]
Intimidate: +3 = 2 [charisma] +1 [lev/2]
Medicine: +6 = 0 [int] + 5 [class training] +1 [lev/2]
Nature: +5 = 4 [wisdom] +1 [lev/2]
Perception: +5 = 4 [wisdom] +1 [lev/2]
Religion: +6 = 0 [intelligence] + 5 [class training] +1 [lev/2]
Stealth: +1 = 1 [dexterity] -1 [armor] +1 [lev/2]
Streetwise: +3 = 2 [charisma] +1 [lev/2]
Thievery: +1 = 1 [dexterity] -1 [armor] +1 [lev/2]
Feats:
Human Perseverance (+1 to saving throws)
Inspired Recovery [Warlord] - allies who can see you can make a save at +2 when they spend an action point
Action Surge - +3 on attack rolls when spending an Action Point
Abilities:
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+[strength]
Basic Ranged Attack: By weapon, damage 1[W]+[dexterity]
Bull Rush: +[base strength attack] vs fortitude
Grab: +[base strength attack] vs reflex
Move grabbed target: +[base strength attack] vs fortitude
Escape: [acrobatics] vs reflex / [athletics] vs fortitude
Lance of Faith Cleric Attack 1
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.
Sacred Flame Cleric Attack 1
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.
Commander’s Strike (Warlord DM-fiat) Attack 1
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack
against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.
First aid
At-Will ✦ Skill
Standard Action Close
Target: One adjacent creature
Special: DC 10 medicine check to allow an adjacent character to use second wind as a free action. When invoked in this manner second wind heals an additional amount of health equal to your int mod.
DC 15 check to stabilize a dying character, grant an immediate saving throw, or give +2 to a saving throw at the end of their next turn
Other Standard Actions: Administer a potion; Aid another; Charge
[+1 to basic melee attack or bull rush]; Coup de grace; Equip /
stow shield; Ready an action; Total defense; Sustain standard
action; Some skills during combat (i.e., Acrobatics -- fast
escape; Bluff, Heal -- first aid, Intimidate, Perception --
active, Thievery depending on circumstances)
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift;
Squeeze; Walk; may include some skills during combat (i.e.,
Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop
prone; Load a crossbow; Open / close a door; Pick up an item;
Retrieve / stow an item; Sustain minor action; Some skills during
combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter
Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Channel Divinity
Divine Fortune [free action]
Turn Undead
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Rally the troops (Special) Utility 1
Encounter ✦ Divine, Implement
Standard Action Close Burst 1
Target: All adjacent allies
Special: Restores second wind encounter power to all adjacent allies.
Throw down your arms (Cause Fear) Cleric Attack 1
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. GM addendum : Unless target makes an
immediate save they drop anything carried.
Daily Powers:
Cascade of Light Cleric Attack 1
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage, and the target
gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.
Shield of Faith Cleric Utility 2
Daily ✦ Divine
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: The targets gain a +2 power bonus to AC until the
end of the encounter.
Cleric
* Channel Divinity -- Divine Fortune
* Channel Divinity -- Turn Undead
* Healer's Lore (add your wisdom bonus to healing granted by a power)
* Healing Word
* Ritual Casting [bonus feat, not listed above]
Badge - Symbol of hope (p237) +1 hit, 1d6 on crit, +5 save 1/day