D&D 4th Edition – Tyrus Khirzan, Tiefling Cleric (Warpriest)

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Tyrus Khirzan  Level: 2

Race: Tiefling  Class: Cleric (Warpriest) Theme: Noble  Background: Martial Training

180px-Tiefling

The backstory I sent the player was as follows:

The members of your family are ​the proud descendants of the nobility of a lost empire called Bael Turath.

While all empires eventually fade, when civil strife and foreign aggressors began to threaten Bael Turath, your ancestors turned to the infernal forces of the Nine Hells, who offered assistance at a terrible cost.

After the pacts were sealed, the aristocracy of Bael Turath found themselves transformed into something half man and half devil, and they used their infernal strength and allies to prolong the lifespan of their dying empire.

While Bael Turath is now nothing more than a memory (a bitter and fearful one for all races other than your kind), your family maintained a position of status in the secretive Church of Asmodeus (the brutal lord of the Nine Hells who stole his divinity from a God during the Dawn War). The church values the rule by power, repaying evil with evil, exploiting kindness as a weakness, and showing no compassion for the weak.

Following your Dark Lord’s maxim of rule by strength, you have traveled far from your family, to carve a future for yourself from the savage wildness of the North. You have thrown your lot in with a misfit group of adventurers who call themselves the Seekers of the Scar. They are a capable group of mercenaries, though you recognize that it is a lust for power that drives your leader, Zarek the Shadow Mage…

Initiative +0 Speed 5
Strength 12 +1 AC 18
Dexterity 8 -1 Fortitude 15
Constitution 16 +3 Reflexes 12
Intelligence 12 +1 Will 16
Wisdom 18 +4 Hit Points 33
Charisma 14 +2 Heal Srgs 10
Hit Points 33 (Bloodied 16)

Surge Value: 8

Resist Fire 5

Fell Strike Attack:

Damage:

+8 vs. AC

2d6+4 + knock prone

Skills: Total Bonus
Acrobatics (Dex) +0
Icon of Fear Attack:

Damage:

+8 vs. AC

2d6+4 + push 2 sqrs and ally shifts 2 sqrs

Arcana (Int) +2
Athletics (Str) +2
Languages: Common, Draconic, and Infernal.

 

Bluff (Cha) +3
Diplomacy (Cha)* +8
Feats:

Bludgeon Expertise: You gain +1 to hit with weapon attack rolls with hammers and maces, and gain +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or mace (already included)

Proficiency: Great Hammer

Proficiency: Scale Armor

Dungeoneering (Wis) +5
Endurance (Con) +6
Heal (Wis) +5
History (Int)* +7
Insight (Wis)* +10
Intimidate (Cha)* +8
Nature (Wis) +5
Perception (Wis) +5
Religion (Int)* +7
Stealth (Dex) +0
Streetwise (Cha) +3
Thievery (Dex) +0
Gear:

Adventurer’s Kit, Scale Armor, Great Hammer (has Reach, allowing you to attack 1 square further away), Flamer Bracers.

*Trained

Includes +2 to Endurance (Martial Training)

 

 

 

Special Abilities:

Fell Strike: Use a Standard Action to roll a +8 vs. AC to hit a target with your Great Hammer, doing 2d6+4 damage on a hit and knocking the target prone.  You can use this power in place of a melee basic attack when you charge.

Icon of Fear: Use a Standard Action to roll +8 vs. AC to hit a target with your Great Hammer, doing 2d6+4 damage and you can push the target 2 squares.  Whether you hit or not, an ally adjacent to you can shift up to 2 squares as a free action and must end adjacent to the target.

Healing Word: Use a Minor Action to cause yourself or one ally within 5 squares to spend a healing surge, regain 1d6 additional hit points, and gain 5 temporary hit points.  You can use this twice and then must take a short rest before using it again.

Smite Undead (Channel Divinity): Use a Standard Action to roll +8 vs. Will to hit a target with your Great Hammer, doing 4d6+4 radiant damage and push the target 6 squares. The target is immobilized until the end of your next turn. Do half damage on a miss. You can only use one Channel Divinity Power before you need to take a short rest to regain uses of Channel Divinity.

Cruel Inspiration (Channel Divinity): Use a Minor Action to cause yourself or one ally within 3 squares to take 5 psychic damage and then make a saving throw with a +5 power bonus. You can only use one Channel Divinity Power before you need to take a short rest to regain uses of Channel Divinity.

Inspire Dread: You gain a +2 power bonus to the next Intimidate check you make before the end of your next turn. Once you use this ability, you must take a short rest before using it again.

Dread Revelation: Use a Standard Action to roll +8 vs. AC to hit a target with your Great Hammer, doing 4d6+4 damage and you can push the target 2 squares.  In addition, until the end of your next turn, the target takes 5 psychic damage the first time it willingly enters a square adjacent to you or any of your allies.  Once you use this ability, you must take a short rest before using it again.

Noble Presence: Use a Move Action to allow one or two allies within 3 squares to shift up to 2 squares as a free action, and each target gains a +2 power bonus to all defenses until the end of your next turn. Once you use this ability, you must take a short rest before using it again.

Infernal Wrath: Use a Free Action when you are hit by an enemy within 10 squares to cause the target to take 1d6+2 fire damage.  Once you use this ability, you must take a short rest before using it again.

Beacon of Hope: Use a Standard Action to roll +5 vs Will against all enemies within 3 squares of you. On a hit, the target is weakened until the end of its next turn (doing half damage).  Whether you hit or not, you and each ally within 3 squares regain 5 hit points and, until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points.  Once you use this ability, you must take a long rest before using it again.

Ritual Caster: You know the following Rituals: Create Holy Water, Comrades Succor, Purify Water, Last Sight Vision (see at end of sheet). You can cast 5 of these per day without using components.

Flame Bracers: When you score a critical hit with a melee attack, deal an extra 1d6 fire damage. You may also use a Minor Action to do 1d6 extra fire damage on your next successful weapon attack before the end of your round.

 

 

 

 

 

 

REACTIONS AND FREE ACTIONS
Infernal Wrath One Enemy within 10 squares Use a Free Action when you are hit by an enemy within 10 squares to cause the target to take 1d6+2 fire damage.  Use this when you are hit by an enemy in combat who is within 10 squares. Use it every encounter. 
MINOR
Healing Word Close Burst 5 Cause yourself or one ally within 5 squares to spend a healing surge, regain 1d6 additional hit points, and gain 5 temporary hit points.  You can use this twice per encounter.  Use this to keep your injured allies upright.
Cruel Inspiration (Channel Divinity) Close Burst 3 Cause yourself or one ally within 3 squares to take 5 psychic damage and then make a saving throw with a +5 power bonus. You can only use one Channel Divinity Power before you need to take a short rest to regain uses of Channel Divinity. Use this when someone needs to make a Saving Throw against something.
Inspire Dread Personal You gain a +2 power bonus to the next Intimidate check you make before the end of your next turn. Use this when you want to terrify an opponent into surrending.
Flame Bracers Personal Do 1d6 extra fire damage on your next successful weapon attack before the end of your round. Use this when you need to buff an attack.
STANDARD ACTIONS
Fell Strike Melee Weapon Roll a +8 vs. AC to hit a target with your Great Hammer, doing 2d6+4 damage on a hit and knocking the target prone.  You can use this power in place of a melee basic attack when you charge. Use this when you charge into a battle and to give you allies a boost to attacks (they get +2 to hit prone targets)
Icon of Might Melee Weapon Roll +8 vs. AC to hit a target with your Great Hammer, doing 2d6+4 damage and you can push the target 2 squares.  Whether you hit or not, an ally adjacent to you can shift up to 2 squares as a free action and must end adjacent to the target. Use this to reposition a target and/or your allies.
Smite Undead (Channel Divinity) Melee Weapon Roll +8 vs. Will to hit a target with your Great Hammer, doing 4d6+4 radiant damage and push the target 6 squares. The target is immobilized until the end of your next turn. Do half damage on a miss. You can only use one Channel Divinity Power before you need to take a short rest to regain uses of Channel Divinity. Use this to knock the hell out of an undead target.
Dread Revelation Melee Weapon Roll +8 vs. AC to hit a target with your Great Hammer, doing 4d6+4 damage and you can push the target 2 squares.  In addition, until the end of your next turn, the target takes 5 psychic damage the first time it willingly enters a square adjacent to you or any of your allies.  Use this to keep an melee enemy at range or punish him if he tried to attack at melee.
Beacon of Hope Close Burst 3 Roll +5 vs Will against all enemies within 3 squares of you. On a hit, the target is weakened until the end of its next turn (doing half damage).  Whether you hit or not, you and each ally within 3 squares regain 5 hit points and, until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points.  Use this to restore hit points to a bunch of allies near to you and to boost your subsequent healing abilities.
MOVE ACTIONS
Noble Presence Close Burst 3 Allow one or two allies within 3 squares to shift up to 2 squares as a free action, and each target gains a +2 power bonus to all defenses until the end of your next turn. If you are not going to move, use this to reposition allies so they gain Combat Advantage or get away from an enemy.
Other Abilities
   

 

 

 

Rituals

Create Holy Water: Time: 1 hour, Duration: 24 hours or until discharged, Skill: Religion

This ritual infuses astral radiance into a small quantity of ordinary water. The cost to do so depends on the level of the holy water you choose to create. You cannot create holy water of a level higher than your own. Aside from its effect on undead and demons, holy water acts as normal pure water in all ways. It can be distinguished from normal water with examination and a successful DC 15 Religion or Arcana check.

Comrades’ Succor: Time: 5 minutes, Duration: Instantaneous, Skill: Heal

While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges.

No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual.

Last Sight Vision: Time: 10 minutes, Duration: Instantaneous, Skill: Arcana or Religion

When you perform this ritual in the presence of a corpse or a skull, you witness an auditory and visual replay of the moments before the death of that creature, as seen from creature’s perspective. You cannot perform this ritual on headless corpses. Once you have performed this ritual you must wait until you have gained a level before using it again on the same remains.

Your Arcana or Religion check determines the length of time prior to the target’s death that you experience.

Arcana/Religion Check Result Maximum Length
19 or lower 2 rounds
20–29 4 rounds
30–39 6 rounds
40 or higher 10 rounds

Purify Water: Time: 10 minutes, Duration: Instantaneous, Skill: Arcana, Nature, or Religion

You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check.

Skill Check Result  Amount of Water
9 or lower  1 square
10–19  2 squares
20–34  4 squares
35 or higher  10 squares

 

 

 

 

 

 

 

 

 

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D&D 4th Edition – Tyrus Khirzan, Tiefling Cleric (Warpriest)

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