Father Gideon Tanner
Nov. 27th, 2013 11:24 pmAnother character!
Father Gideon Tanner is an itinerant priest from the country of Breland. His deity is Boldrei, goddess of community, home and hearth.
Gideon was born the son of a merchant in a small town near the city of Sharn. His parents wanted to keep him away from the corrupting influence of the city, so he only travelled to Sharn itself for the first time at the age of eighteen when he decided to train as a priest. He found his first year as a novice so difficult that he almost returned home several times, but in his second year of training his purpose became clear to him. He left Sharn almost as soon as he was ordained, called to a special purpose by Boldrei herself.
Gideon has never been in love or considered marriage in any serious way. He prefers men; however, it isn't his sexuality, but his lifestyle that prevents him from forming relationships. With conservative standards that can be traced back to his strict upbringing, he considers casual relationships immoral and feels his calling prevents him from making a serious commitment. This leads to a certain amount of frustration for Gideon, and a combination of longing and inexperience gives him a fairly serious blind spot when it comes to attractive and charming men, despite his usually good judgement.
During the war, Gideon travelled Khorvaire, giving aid and succour to communities that had been ravaged by war. He did whatever was necessary, whether that was healing the sick, conducting funerals, standing in for a priest who had been injured, killed, or captured, or assisting with rebuilding efforts. He has seen many horrors in the years since he was ordained, and though many have tested his resolve, none have broken it. For the past few years, he has travelled with a half-orc fighter called Borah, who he considers to be a companion, protector and friend.
Since the war ended a year and a half ago, Gideon feels he has lost direction. The guidance he used to receive from his goddess ended when the hostilities did. Gideon continues to wander Breland, giving help and resolving problems where he can, but now far less sure of his mission and purpose. Despite his enduring friendship with Borah, he feels increasingly alone and increasingly desperate for some sign to show him what he is supposed to do next.
Father Gideon Tanner Class and level: Cleric of Boldrei 6 *XP total: start of level, look this up Race and sizeHuman, Medium Age: 28 Gender: Male Height and weight:5'9", 140lbs Alignment:: Neutral Good
Ability Scores:
Str 13 +1
Dex 10 +0
Con 12 +1
Int 13 +1
Wis 19 +4
Cha 16 +3
Initiative: +3 (+3 (1/2 level))
Armour class: 20 (10 (base) +3 (1/2 level) + 7 (Chainmail +1)
Fortitude: 15 (10 (base) + 3 (1/2 level) + 1 (Str) +1 (Human))
Reflex: 15 (10 (base) +3 (1/2 level) +1 (Int) +1 (Human))
Will: 20 (10 (base) +3 (1/2 level) + 4 (Wis) +2 (Cleric) +1 (Human))
Speed: 5 (6 (Human) -1 (Chainmail))
Passive perception: 17 (10 +4 (Wis) + 3 (1/2 level))
Passive insight: 22 (10 + 4 (Wis) +5 (trained) +3 (1/2 level))
Attacks:
Base attack bonus: +3 (+3 (1/2 level))
Lance of Faith +9 (+3 (base attack) +4 (Wisdom) +2 (+2 holy symbol))
Sacred Flame +9 (+3 (base attack) +4 (Wisdom) +2 (+2 holy symbol))
Divine Glow +9 (+3 (base attack) +4 (Wisdom) +2 (+2 holy symbol))
Command +9 (+3 (base attack) +4 (Widsom) +2 (+2 holy symbol))
Beacon of Hope +9 (+3 (base attack) +4 (Wisdom) +2 (+2 holy symbol))
Damage and other power effects: (various)
Lance of Faith: 1d8+6 (+4 (Wis), +2 (+2 holy symbol)) and +2 bonus to ally's attack against target
Sacred Flame: 1d6+6 (+4 (Wis), +2 (+2 holy symbol)) and ally gains 6 temp hit points or makes a saving throw
Divine Glow: 1d8+6 (+4 (Wis), +2 (+2 holy symbol)) and +2 power bonus to all allies in burst until the end of my next turn
Command: Target dazed, knock prone or slide 6 squares
Beacon of Hope: Target weakened, allies and self in burst gain +9 (5 + Wis) hit points, +5 to all healing powers until end of encounter
Consecrated Ground: 1d6+3 (Cha) damage to all enemies who start their turn in the zone. +8 (4 + Wis) hit points to bloodied allies who start their turn in the zone.
Sanctuary: +5 to target's defences until they attack or the end of my next turn.
Cure Serious Wounds: Heal hit points equal to 2 healing surges + Wis modifier.
Boldrei's Shelter: +2 power bonus to self and all allies in burst until start of my next turn.
Symbol of Life: +1d6 +4 (Wisdom) to any character healed by my encounter or daily powers until the end of this turn.
Medic's Quarterstaff: +14 hit points to any character healed by one of my Channel Divinity powers
Medic's Quarterstaff: Gain one additional use of Channel Divinity for this encounter.
Hit points: 54
Healing surges: 10/day (7 (Cleric) + 1 (Con) + 2 (Durable feat))
Healing surge value: 9
Action points:
Race features: +2 to one ability score (Wis), Medium size, Speed 6, normal vision, languages (Common and one other), bonus feat, bonus skill, +1 to Fort, Ref and Will
Skills:
Religion +11 (+3 (1/2 level) + 1 (Int) +5 (trained) +2 (Phylactery of Divinity))
Heal +14 (+3 (1/2 level) +4 (Wis) +5 (trained) +2 (Phylactery of Divinity))
Insight +12 (+3 (1/2 level) +4 (Wis) +5 (trained))
Diplomacy +11 (+3 (1/2 level) +3 (Cha) +5 (trained))
Arcana +9 (+3 (1/2 level) +1 (Int) +5 (trained))
Class features: Channel Divinity, Healer's Lore, Healing Word, Ritual Casting
Languages known: Common, Elven
Feats: Skill Training (Diplomacy), Channel Divinity: Boldrei's Shelter, Toughness, Durable, Skill Training (Arcana)
Powers:
Always on
Medic's Quarterstaff (Property)
When you use a Channel Divinity Power, an ally within 10 square of you gains an amount of hit points equal to 10 + your Charisma modifier plus the weapon's enhancement bonus
Phylactery of Divinity (Property)
+2 to Heal and Religion checks
At will:
Lance of Faith (Divine, Implement, Radiant)
Standard Action, Range 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 their next attack roll against the target.
Sacred Flame (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 to either gain temporary hit points equal to Cha modifier + 1/2 level or make a saving throw.
Encounter
Divine Glow (Divine, Implement, Radiant)
Standard Action, Close blast 3, Target: Each enemy in blast, Attack Wisdom vs Reflex
Hit 1d8+ Wisdom modifier radiant damage
Effect Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn
Command (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 square equal to 3 + your Charisma modifier
Sanctuary (Divine, Utility)
Standard action, Ranged 10, Target: You or one creature
Effect The target receives a +5 bonus to all defences. The bonus lasts until the target attacks or until the end of your next turn.
Boldrei's Shelter (Divine)
Minor action, close burst 1, Targets: You and each ally in burst
Effect Each target gains a +2 power bonus to defences until the start of your next turn
Daily
Beacon of Hope (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 your next turn
Effect You and all allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter
Consecrated Ground (Divine, Healing, Radiant, Zone)
Standard action, close burst 1
Effect The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Charisma modifier.
Sustain minor: The zone persists.
Cure Serious Wounds (Divine, Healing, Utility)
Standard action, Melee touch, Target: You or one creature
Effect The target regains hit points as if it had spent two healing surges.
Symbol of Life (Healing)
Minor action
Effect Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.
Medic's Quarterstaff
Standard action
Effect Gain one additional use of Channel Divinity for this encounter
Exalted Armour (Healing)
Minor action
Effect Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + your Charisma modifier.
Magic items:
Symbol of Life +2
Medic's Quarterstaff +1
Exalted Chainmail +1
Phylactery of Divinity
Other equipment:
Light Horse (Loretta)
Ritual book
Rituals: Eye of Alarm
Gear: Adventurer's kit, lantern, spare robe, tent, 2 bottles of wine, 20 candles, small tent, shaving kit, mirror
Father Gideon Tanner is an itinerant priest from the country of Breland. His deity is Boldrei, goddess of community, home and hearth.
Gideon was born the son of a merchant in a small town near the city of Sharn. His parents wanted to keep him away from the corrupting influence of the city, so he only travelled to Sharn itself for the first time at the age of eighteen when he decided to train as a priest. He found his first year as a novice so difficult that he almost returned home several times, but in his second year of training his purpose became clear to him. He left Sharn almost as soon as he was ordained, called to a special purpose by Boldrei herself.
Gideon has never been in love or considered marriage in any serious way. He prefers men; however, it isn't his sexuality, but his lifestyle that prevents him from forming relationships. With conservative standards that can be traced back to his strict upbringing, he considers casual relationships immoral and feels his calling prevents him from making a serious commitment. This leads to a certain amount of frustration for Gideon, and a combination of longing and inexperience gives him a fairly serious blind spot when it comes to attractive and charming men, despite his usually good judgement.
During the war, Gideon travelled Khorvaire, giving aid and succour to communities that had been ravaged by war. He did whatever was necessary, whether that was healing the sick, conducting funerals, standing in for a priest who had been injured, killed, or captured, or assisting with rebuilding efforts. He has seen many horrors in the years since he was ordained, and though many have tested his resolve, none have broken it. For the past few years, he has travelled with a half-orc fighter called Borah, who he considers to be a companion, protector and friend.
Since the war ended a year and a half ago, Gideon feels he has lost direction. The guidance he used to receive from his goddess ended when the hostilities did. Gideon continues to wander Breland, giving help and resolving problems where he can, but now far less sure of his mission and purpose. Despite his enduring friendship with Borah, he feels increasingly alone and increasingly desperate for some sign to show him what he is supposed to do next.
Father Gideon Tanner Class and level: Cleric of Boldrei 6 *XP total: start of level, look this up Race and sizeHuman, Medium Age: 28 Gender: Male Height and weight:5'9", 140lbs Alignment:: Neutral Good
Ability Scores:
Str 13 +1
Dex 10 +0
Con 12 +1
Int 13 +1
Wis 19 +4
Cha 16 +3
Initiative: +3 (+3 (1/2 level))
Armour class: 20 (10 (base) +3 (1/2 level) + 7 (Chainmail +1)
Fortitude: 15 (10 (base) + 3 (1/2 level) + 1 (Str) +1 (Human))
Reflex: 15 (10 (base) +3 (1/2 level) +1 (Int) +1 (Human))
Will: 20 (10 (base) +3 (1/2 level) + 4 (Wis) +2 (Cleric) +1 (Human))
Speed: 5 (6 (Human) -1 (Chainmail))
Passive perception: 17 (10 +4 (Wis) + 3 (1/2 level))
Passive insight: 22 (10 + 4 (Wis) +5 (trained) +3 (1/2 level))
Attacks:
Base attack bonus: +3 (+3 (1/2 level))
Lance of Faith +9 (+3 (base attack) +4 (Wisdom) +2 (+2 holy symbol))
Sacred Flame +9 (+3 (base attack) +4 (Wisdom) +2 (+2 holy symbol))
Divine Glow +9 (+3 (base attack) +4 (Wisdom) +2 (+2 holy symbol))
Command +9 (+3 (base attack) +4 (Widsom) +2 (+2 holy symbol))
Beacon of Hope +9 (+3 (base attack) +4 (Wisdom) +2 (+2 holy symbol))
Damage and other power effects: (various)
Lance of Faith: 1d8+6 (+4 (Wis), +2 (+2 holy symbol)) and +2 bonus to ally's attack against target
Sacred Flame: 1d6+6 (+4 (Wis), +2 (+2 holy symbol)) and ally gains 6 temp hit points or makes a saving throw
Divine Glow: 1d8+6 (+4 (Wis), +2 (+2 holy symbol)) and +2 power bonus to all allies in burst until the end of my next turn
Command: Target dazed, knock prone or slide 6 squares
Beacon of Hope: Target weakened, allies and self in burst gain +9 (5 + Wis) hit points, +5 to all healing powers until end of encounter
Consecrated Ground: 1d6+3 (Cha) damage to all enemies who start their turn in the zone. +8 (4 + Wis) hit points to bloodied allies who start their turn in the zone.
Sanctuary: +5 to target's defences until they attack or the end of my next turn.
Cure Serious Wounds: Heal hit points equal to 2 healing surges + Wis modifier.
Boldrei's Shelter: +2 power bonus to self and all allies in burst until start of my next turn.
Symbol of Life: +1d6 +4 (Wisdom) to any character healed by my encounter or daily powers until the end of this turn.
Medic's Quarterstaff: +14 hit points to any character healed by one of my Channel Divinity powers
Medic's Quarterstaff: Gain one additional use of Channel Divinity for this encounter.
Hit points: 54
Healing surges: 10/day (7 (Cleric) + 1 (Con) + 2 (Durable feat))
Healing surge value: 9
Action points:
Race features: +2 to one ability score (Wis), Medium size, Speed 6, normal vision, languages (Common and one other), bonus feat, bonus skill, +1 to Fort, Ref and Will
Skills:
Religion +11 (+3 (1/2 level) + 1 (Int) +5 (trained) +2 (Phylactery of Divinity))
Heal +14 (+3 (1/2 level) +4 (Wis) +5 (trained) +2 (Phylactery of Divinity))
Insight +12 (+3 (1/2 level) +4 (Wis) +5 (trained))
Diplomacy +11 (+3 (1/2 level) +3 (Cha) +5 (trained))
Arcana +9 (+3 (1/2 level) +1 (Int) +5 (trained))
Class features: Channel Divinity, Healer's Lore, Healing Word, Ritual Casting
Languages known: Common, Elven
Feats: Skill Training (Diplomacy), Channel Divinity: Boldrei's Shelter, Toughness, Durable, Skill Training (Arcana)
Powers:
Always on
Medic's Quarterstaff (Property)
When you use a Channel Divinity Power, an ally within 10 square of you gains an amount of hit points equal to 10 + your Charisma modifier plus the weapon's enhancement bonus
Phylactery of Divinity (Property)
+2 to Heal and Religion checks
At will:
Lance of Faith (Divine, Implement, Radiant)
Standard Action, Range 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 their next attack roll against the target.
Sacred Flame (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 to either gain temporary hit points equal to Cha modifier + 1/2 level or make a saving throw.
Encounter
Divine Glow (Divine, Implement, Radiant)
Standard Action, Close blast 3, Target: Each enemy in blast, Attack Wisdom vs Reflex
Hit 1d8+ Wisdom modifier radiant damage
Effect Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn
Command (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 square equal to 3 + your Charisma modifier
Sanctuary (Divine, Utility)
Standard action, Ranged 10, Target: You or one creature
Effect The target receives a +5 bonus to all defences. The bonus lasts until the target attacks or until the end of your next turn.
Boldrei's Shelter (Divine)
Minor action, close burst 1, Targets: You and each ally in burst
Effect Each target gains a +2 power bonus to defences until the start of your next turn
Daily
Beacon of Hope (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 your next turn
Effect You and all allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter
Consecrated Ground (Divine, Healing, Radiant, Zone)
Standard action, close burst 1
Effect The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Charisma modifier.
Sustain minor: The zone persists.
Cure Serious Wounds (Divine, Healing, Utility)
Standard action, Melee touch, Target: You or one creature
Effect The target regains hit points as if it had spent two healing surges.
Symbol of Life (Healing)
Minor action
Effect Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.
Medic's Quarterstaff
Standard action
Effect Gain one additional use of Channel Divinity for this encounter
Exalted Armour (Healing)
Minor action
Effect Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + your Charisma modifier.
Magic items:
Symbol of Life +2
Medic's Quarterstaff +1
Exalted Chainmail +1
Phylactery of Divinity
Other equipment:
Light Horse (Loretta)
Ritual book
Rituals: Eye of Alarm
Gear: Adventurer's kit, lantern, spare robe, tent, 2 bottles of wine, 20 candles, small tent, shaving kit, mirror
no subject
Date: 2013-11-29 04:53 pm (UTC)