Jova

Priestess of Loki

Description:
Level 8 Elf Cleric
Jova
-1
8
Strength
+0
10
Constitution
+3
16
Dexterity
+0
10
Intelligence
+5
22
Wisdom
+2
14
Charisma
HIT POINTS
Total
57
Bloodied
28
Surges
7
Value
14
SAVE MODIFIERS
Description.
+7
Initiative
+3 Dex +4 Half Level
6
Speed
base 7. -1 Chainmail
SKILLS
6
Acrobatics
9
Arcana
2
Athletics
6
Bluff
6
Diplomacy
9
Dungeoneering
8
Endurance
14
Heal
4
History
16
Insight
6
Intimidate
11
Nature
11
Perception
9
Religion
6
Stealth
6
Streetwise
6
Thievery
21
Armor Class
16
Fortitude
19
Reflex
23
Will
RACE FEATURES
Elven Weapon Proficiency
You gain proficiency with the longbow and the shortbow.
Group Awareness
You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Elven Accuracy
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Fey Origin
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Wild Step
You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
CLASS FEATURES
Channel Divinity
Once per encounter you can invoke divine power, filling yourself with the might of your patron deity.
Healer’s Lore
Your study of healing allows you to make the most of your healing prayers. When you let a creature spend a healing surge to regain hit points with one of your cleric powers that has the healing keyword, add your Wisdom modifier (+5) to the hit points the recipient regains.
Healing Word
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) Divine, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

Current: Surge + 2d6 + 8
Ritual Caster
Gain Ritual Caster as bonus feat
FEATS
Defensive Healing Word
When you use your healing word, the target also gains a power bonus to all defenses equal to your Charisma modifier (+2) against the next attack made against him or her before the end of your next turn.
Healer’s Implement
When you let a creature spend a healing surge to regain hit points with any of your cleric healing powers, add your holy symbol’s enhancement bonus to the hit points the recipient regains.
Loki’s Reversal
Sehanine’s blessing turns the powers of your enemies against them.
Encounter Divine
No action Ranged 5
Channel Divinity: You can use only one channel divinity power per encounter
Trigger: You roll a natural 20 on a saving throw
Effect: Choose an enemy within range; that creature gains the effect you just saved against.
Soldier of Virtue
You gain training in one skill from the paladin’s class skills list.
Once per day, you can use the virtue’s touch power. In addition, you can wield paladin implements.
Blessing of Loki
When you use your elven accuracy racial power and the attack hits, one ally within 5 squares of you can spend a healing surge.
BACKGROUNDS
Background Name
Description
AT-WILL POWERS
Astral Seal
You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
At-Will Divine, Healing, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom +2 vs. Reflex
Hit: 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.

Total = 2 + CHA (2) + Healer’s Lore (6) + Healer’s Chainmail (1) =
(11)
Gaze of Defiance
With a fearless glare, you mark your foe as a target for allied attacks.
At-Will Divine, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + 8, and your allies gain a +1 power bonus to attack rolls against the target until the end of your next turn. If the target attacks you before the end of your next turn, the bonus increases to +3.
ENCOUNTER POWERS
Divine Glow
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
Encounter Divine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + 8 radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Command
You utter a single word to your foe, a word that demands obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground.
Encounter 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 squares equal to 3 + your Charisma modifier(2). = 5
Searing Light
ou invoke the power of your deity. From your holy symbol a searing ray of light flashes forth, striking and blinding your enemy for a short time.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + 8 radiant damage, and the target is blinded until the end of your next turn.
Divine Fortune
Channel Divinity +1 to next attack roll
Healer’s Mercy
Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end.
Encounter Divine, Healing
Standard Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge. You are weakened until the end of your next turn.
DAILY POWERS
Moment of Glory
You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm.
Daily Divine, Fear, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Will
Hit: 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.
Weapon of the Gods
Daily Divine, Radiant, Weapon
Minor Action Melee touch
Target: One held weapon
Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn.
ATTACKS
1d8 +1
+7 vs AC
Melee Basic – Magic Spear
1d10 + 3
+9 vs AC
Ranged Basic – Longbow
EQUIPMENT
Symbol of Vigor + 2
Level: 7
Price: 2,600 gp
Implement (Holy Symbol)
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d12 damage per plus while you’re at maximum hit points
Property: You gain a +1 bonus to attack rolls made using this holy symbol while you’re at maximum hit points.
Healer’s Chain + 1
This sturdy armor enhances your ability to heal your allies.
Level: 5
Price: 1,000 gp
Armor: Hide, Chain
Enhancement: +1 AC

Property: When you use a healing power, the target regains additional hit points equal to the armor’s enhancement bonus.
Amulet of Protection +2
Level: 6
Price: 1,800 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
MONEY
Platinum
0
Gold
100
Silver
0
Copper
0
Bio:

Jova hails from the north. Her tribe of elves has lived there for countless centuries, separated from most of the rest of the world.

Element: Chaos Detailed physical description, appearance, etc to follow.

Jova

Allahn erowhon cyberpunk42