Darrin Lugonn

Description:

Darrin Lugonn
Level 11 Cleric (Leader)
Miracle Worker
Medium Natural Humanoid (human)

Initiative +9; Passive Senses Perception/Insight 25
HP 73; Bloodied 36
Healing Surge 16; Surges Per Day 7
AC 22; Fortitude 20, Reflex 20, Will 25
Saving Throws: +1
Speed 5; Action Points 1

Alignment Good; Languages Cerish, Draconic
Skills Arcana +12, Heal +15, Insight +15, History +13, Religion +12, Perception +15
Feats Astral Fire (gain a +1 feat bonus to damage rolls for fire or radiant powers), Defensive Healing Word (targets of your healing word gain a power bonus to all defenses equal to your Charisma modifier (+3) against the next attack made against them), Defensive Mobility (+2 AC vs. Opportunity Attacks), Extended Healing (add 5 to the burst of your healing word), Human Perseverance (gain a +1 feat bonus to saving throws), Improved Initiative (gain a +4 feat bonus to initiative), Ritual Caster, Skill Training (Perception), Sun’s Radiance,
Str 11 (+0/+5) Dex 11 (+0/+5) Wis 21 (+5/+10)
Con 11 (+0/+5) Int 15 (+2/+7) Cha 17 (+3/+8)
Possessions +2 Mace of Healing, +2 Symbol of Life, +2 Healer’s Brooch, +1 Chain Armor of Sacrifice, Bracers of Respite, Bag of Holding, Potion of Healing (2), Sash of the Sunrider, Alchemical Reagents (130 gpv), Mystic Salves (150 gpv), 35 gold, Adventurer’s Kit

Racial Traits Bonus Feat, Bonus Trained Skill, Bonus At-Will Power, Defense Bonus
Class Features Channel Divinity, Healer’s Lore (targets of your Cleric healing powers regain an additional 5 hp), healing word, Ritual Casting (Ritual Caster feat + Gentle Repose and one other 1st level ritual)
Paragon Path Features Healing Action (When you spend an action point to use a divine healing power, each ally adjacent to you regains 1d6+ 9), Word of Life (healing word uses d8s instead of d6s)

Basic Attacks

Weapon (standard; at-will) ✦ Weapon +9 vs. AC; 1d8 + 2 (10 + 2d6 on a crit) damage.

Power Descriptions

At-Will Prayers

Lance of Faith Cleric Attack 1
At-WillDivine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +12 vs. Reflex
Hit: 1d8 + 8 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-WillDivine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +12 vs. Reflex
Hit: 1d6 + 8 radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level (7) or to make a saving throw.

Astral Seal Cleric Attack 1
At-WillDivine, Healing, Implement
Standard Action Ranged 5
Target: One creature
Attack: +14 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 14 hit points [equal to 2 + your Charisma modifier (3) + 9 (healer’s lore + Mace of Healing + Healer’s Brooch)].

Encounter Prayers

Healing Word Cleric Feature
Encounter (Special)Divine, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 10
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 2d6 + 9 hit points. The target also gains a power bonus to all defenses equal to your Charisma modifier (+3) against the next attack made against him or her.

Divine Fortune Cleric Feature
EncounterDivine
Channel Divinity: You can use only one channel divinity power per encounter
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Healer’s Mercy Cleric Feature
EncounterDivine, Healing
Channel Divinity: You can use only one channel divinity power per encounter
Standard Action Close burst 5
Target: Each bloodied ally in burst
Effect: Each target can spend a Healing Surge. You are weakened until the end of your next turn.

Sun’s Radiance Feat Power
EncounterDivine, Implement, Radiant
Standard Action Close burst 1
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each undead creature in burst
Attack: +12 vs. Will
Hit: 1d12 + 8 radiant damage, and the target is stunned until the end of your next turn.

Divine Glow Cleric Attack 1
EncounterDivine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in blast
Attack: +12 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.

Daunting Light Cleric Attack 3
EncounterDivine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +12 vs. Reflex
Hit: 2d10 + 8 radiant damage.
Effect: One ally you can see gains combat advantage against the target until the end of your next turn.

Break the Spirit Cleric Attack 7
EncounterCharm, Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +12 vs. Will
Hit: 2d8 + 8 radiant damage, and the target takes a penalty to attack rolls equal to your Charisma modifier (3) until the end of your next turn.

Reversal of Fortunes Miracle Worker Attack 11
EncounterDivine, Healing, Implement
Immediate Reaction Ranged 5
Trigger: An enemy within 5 squares of you hits your ally adjacent to it
Target: The triggering enemy
Attack: +12 vs. Fortitude
Hit: 2d10 + 8 damage. The ally hit by the triggering enemy can spend a healing surge and regain 2d10 + 9 hit points.

Second Wind PC Feature
EncounterHealing
Standard Action Personal
Effect: Spend a healing surge to regain 18 hp and gain +2 to all defenses until the start of your next turn.

Daily Prayers

Beacon of Hope Cleric Attack 1
DailyDivine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: +12 vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 + 9 (Healer’s Lore + Mace of Healing + Healer’s Brooch) hit points, and your healing powers restore +5 hit points until the end of the encounter.

Spiritual Weapon Cleric Attack 5
DailyConjuration, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: +12 vs. Will
Hit: 1d10 + 7 damage.
Effect: You conjure a weapon that appears in the target’s square and attacks. Your allies gain combat advantage against the target. You can move the weapon up to 10 squares to another enemy’s square, within range, as a move action. The weapon lasts until the end of your next turn.
Sustain Minor: When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon’s target.

Cure Light Wounds Cleric Utility 2
DailyDivine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as though it had spent a healing surge (and regains an additional 9 hp).

Divine Vigor Cleric Utility 6
DailyDivine
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: Each target regains the use of his or her second wind.

Dismissal Cleric Attack 9
DailyDivine, Implement, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: +12 vs. Will
Hit: The target disappears into an extraplanar prison (save ends) The target takes a –2 penalty to saving throws against this effect, or a –5 if it is an aberrant, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space, if that space is occupied, the target returns to the nearest unoccupied space.
Aftereffect: The target is dazed until the end of its next turn.
Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space, if that space is occupied, the target returns to the nearest unoccupied space.

Mass Cure Light Wounds Cleric Utility 10
DailyDivine, Healing
Standard Action Close Burst 5
Target: You and each ally in burst
Effect: The target regains hit points as though it had spent a healing surge (and regains an additional 9 hp).

Magic Items

+2 Symbol of Life Level 7
Implement (Holy Symbol)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Power (Daily ✦ Healing): Minor Action. Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.

+2 Mace of Healing Level 8
Weapon: Mace
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: When you use a power that restores hit points to an ally, add an item bonus equal to this weapon’s enhancement bonus (2) to the amount restored.

+2 Healer’s Brooch Level 9
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Property: When you use a power that restores hit points to an ally, add the brooch’s enhancement bonus (2) to the hit points gained.

+1 Chain Armor of Sacrifice Level 5
Armor: Chain, Scale, Plate
Enhancement: +2 AC
Power (At-will): Minor Action. Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn.
Power (Daily ✦ Healing): Minor Action. Spend a healing surge. One ally within 5 squares of you regains hit points as though he or she had spent a healing surge.

Bag of Holding Level 5
Wondrous Item
Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.

Bracers of Respite Level 2
Item Slot: Arms
Power (Daily ✦ Healing): Free Action. Use this power when an ally adjacent to you regains hit points. You or one other ally adjacent to you regains 1d8 + 4 hit points.

Sash of the Sunrider Level 2
Item Slot: Waist
Enhancement: +2 Fort
Power (Daily ✦ Healing): Free Action. Use this power when your become bloodied. Gain twice your highest available power’s level in HP (+9)

Rituals Mastered

Gentle Repose
Comprehend Languages
Cure Disease
Endure Elements

Current XP: 16,500 (++)
Next Level: 20,500

Bio:

Darrin Lugonn

Night Reign Gurtchmann