Redheart

Assailant

The SHSL Shadow Alchemy Stand Using Lab Member
General DetailsCharacter Name - Redheart

Race - Earth Pony

Class & Level - Cleric (Sun) 1

Talents Trees - Light Magic, Dueling


Hit Points - 12

Armor Class - 15

Proficiency Bonus - 2

Proficiency (Equipment) - One handed/finesse weapons


Ability Stats
Strength Score - +1

Dexterity Score - +1

Constitution Score - +2

Intelligence Score - +3

Charisma Score - +2

Ability ChecksStrength Check - +1

Dexterity Check - +1

Constitution Check - +2

Intelligence Check - +5

Charisma Check - +4

AbilitiesRacial Abilities - Earth Pony
  • +1 Strength
  • The ability to take the 'Nature Magic' talent tree. This is not granted automatically and must be taken as one of your Talent Tree specializations.

Trait Talent - Charisma
  • Unmarred Beauty: You are treated as 2 AC higher by all enemies until they hit you for the first time.

Combat Stats
  • Spellcasting Attribute: Intelligence
  • Spell Save DC: 13
  • +2 dmg one-handed
  • +2 dmg (Medium armor)
  • Deals +2 damage turn after crit

Combat Talents - Dueling
  • Passive Ability: You gain proficiency with all simple and martial one-handed weapons and finesse weapons. In addition, your hours of practice have made your skill remarkable. You gain a +2 damage with one-handed melee weapons.
  • Anatomy Expert: You have learned to strike the weak points of an enemies body, dealing killing blows more often. When you critically strike an enemy, your next round of attacks all deal +2 damage.
  • Adrenaline Rush (2 Round CD): In the midst of combat is when you feel most at home, and you have learned to push pain from your mind while fighting. You may use this ability to regain 1D8 hit points.
  • Pommel Pummel (4 Round CD): You have learned to attack with more than just the blade of your weapon. You may make an additional attack during your round. This ability deals 1D6 damage plus any modifiers, and gives the target disadvantage on their first attack of the next round.
  • Parry: Once per turn, you may choose an attack which would hit you and attempt to parry it. To do so, make a dexterity check (Dexterity Modifier + Proficiency Bonus). If your roll is equal to or greater than the roll you are trying to parry, you deflect the attack and take no damage. Using this ability takes away 1 of your attacks that turn.
  • Vicious Mockery: You have learned how to really get under an opponents skin when dueling them. On your turn, you may choose a target to mock, demean, insult, and all around just piss off. When you do so, they have a -2 to hit anybody else besides you, which they gain a +1 to-hit against.

Magic Schools - Light Magic
  • Radiance (Unique Spell): You have learned to harness the power of the Light into powerful blasts and heals. You may choose to make an attack against an enemy that deals 1d10 radiant damage. This damage is doubled against demons and undead. At level 5, Radiance does 2d10 damage and at level 11 is does 3d10 damage.
  • Cure Wounds: You harness the power of the Sun to heal an injured ally. Choose one ally around yourself, and restore 1d8+1 per level, to a maximum of 1d8+5. There is no roll required for this heal. At level 5 this spell heals for 2d8+1 per level, to a maximum of 2d8+10. At level 9 this spell heals for 3d8+1 per level, to a maximum of 3d8+15. At level 15 this spell heals for 4d8+1 per level, to a maximum of 4d8+20. Costs 3 Spell Points to use.
  • Mass Cure Wounds: You harness the power of the Sun to heal several nearby allies. Choose up to 4 allies around yourself, and restore 1D4+1 hit points per level, to a maximum of 1d4+5. There is no roll required for this heal. At level 5 this spell heals for 1D4+1 per level, to a maximum of 1d4+10. At level 9 this spell heals for 3d4+1 per level, to a maximum of 3d4+15. At level 15 this spell heals for 4d4+1 per level, to a maximum of 4d4+20. Costs 3 Spell Points to use.
  • Searing Light: You call forth the full power of the Light... which is too much for a mortal to handle. All allies within range are healed for 10 hit points per level, but you take 2d4 fire damage per level as a result of the overwhelming power. Roll a 1d20. On a 1, the damage is doubled. Try not to die. Costs 4 Spell Points to use.
  • Bless: You give an ally one of the following benefits, which lasts for 10 rounds. No more than one of these blessings may be on an ally at any time. Each blessing costs 1 Spell Points.
    • Blessing of Might - One ally that you can see gains a +2 to-hit and +4 to damage with melee weapons for the spells duration. At level 10 this bonus damage becomes +5 and at level 20 it becomes +6.
    • Blessing of Wisdom - One ally that you can see gains a +2 to-hit and +4 damage with basic spells for the spells duration. At level 10 this bonus damage becomes +5 and at level 20 it becomes +6.
    • Blessing of Health - One ally that you can see gains 10 temporary hit points for the duration of the spell.
    • Blessing of Protection - One ally that you can see gains a +2 AC for the spells duration.
  • Heal: You gather all of the radiant energy inside of your body that you can handle and unleash it in a wave of light over 1 target of your choice. That target regains 10 HP for each of your levels, to a maximum of 200 HP at level 20. Costs 4 Spell Points to use.
  • Prismatic Spray: Harnessing the fury of the Sun, you unleash a devastating blast of magic which can have many different effects on an opponent. First, roll to hit the opponent. You can hit up to 4 enemies with this ability. If you hit, roll 1D6 to discover what the effect of the spell was. Costs 4 Spell Points to use.
  1. The target takes 1D6 fire damage + 1d6 per level, to a maximum of 12d6 at level 12.
  2. The target takes 1D6 light damage + 1d6 per level, to a maximum of 12d6 at level 12.
  3. Any ally around you is healed for 1d8 per level.
  4. The enemy is blinded for 1D4 rounds, giving them disadvantage on all attacks for the duration.
  5. The enemy is stunned for 2 rounds.
  6. Re-roll two times, ignoring any more '6' options.

Class Abilities - Cleric (Sun)
  • Bless: Starting at level 1, you have learned to channel divine magic to enhance the abilities of those you choose around you. You can grant up to 6 allies around you a +1 bonus to hit for 2 rounds.
    • You can do this a number of times per day equal to your Charisma or Intelligence modifier.
    • At level 5, the bonus to hit becomes +2. At level 11 it becomes +3. At level 17 it becomes +4.
    • Using this ability is a full round action, meaning you make no other actions that round
  • Prayer - Starting at level 1, you can use the power of Light to mend those around you. ou heal all nearby allies for 1d6 + your cleric level.
    • You can use this a number of times per day equal to your Charisma or Intelligence modifier.
    • At level 5, the healing becomes 2d6. At level 9 it becomes 3d6. At level 15 it becomes 4d6. At level 20 it becomes 5d6.
    • Using this ability is a full round action, meaning you make no other actions that round.
  • Sentinel At Death's Door: Starting at level 5, you gain the ability to impede deaths progress. When an ally of yours is hit by a critical strike, you can use your action to turn it into a regular hit.
    • You can use this a number of times per day equal to your Charisma or Intelligence modifier.
    • Using this ability is a full round action, meaning you make no other actions that round.
  • Potent Cantrip: Starting at level 9, you add your Charisma or Intelligence modifier to your basic spell attack damage.
  • Suns Warmth: Starting at level 11, you regain 1 Spell Point whenever an ally is critically struck by an enemy.
  • Harmony: Starting at level 15, you can steal 2 spells from the Shadow School of magic and add them to your own spell list. These count as Light spells for you. If you already have both the Light and Shadow schools you may pick 1 spell from each and have its Spell Point cost lowered by 1.
  • Divine Intervention: At level 20, you implore Celestia to help you when your needs are great. The GM will roll a d100 and if the roll is a success, you just might get some much needed help. Or maybe not. Who knows?
    • Using this ability is a full round action, meaning you make no other actions that round.

Equipment - N/A


Armor - Hide Armor (14 + dex)


Weapons -
  • Dagger
    • One-Handed
    • Martial
    • Slashing
    • To-Hit: 1d20 + 3 (Strength + Proficiency)
    • Damage: 1D10 + 5 (Strength + Med. Armor + Dueling Passive)
  • Surgical Knife
    • One-Handed
    • Martial
    • Piercing
    • To-Hit: 1d20 + 3 (Strength + Proficiency)
    • Damage: 1D10 + 5 (Strength + Med. Armor + Dueling Passive)
  • Large Pestle
    • One-Handed
    • Martial
    • Bludgeoning
    • To-Hit: 1d20 + 3 (Strength + Proficiency)
    • Damage: 1D10 + 5 (Strength + Med. Armor + Dueling Passive)
 
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