Noura

The light of Pelor can bless or burn. Really, it depends on you.

Description:

NAME: Noura
RACE: Human
CLASS; Cleric
LEVEL: 10
ALIGNMENT: Good 
DEITY: Pelor

STR: 10 (0)
CON: 12 (+1)
DEX: 10 (+0)
INT: 10 (+0)
WIS: 20 (+5)
CHA: 18 (+4)

INIT: 5  SPEED: 6
AC: 23  FORT: 16  REF: 15  WILL: 21 (+1 to all saving throws)
HP: 69
BLOODIED: 34  SURGE VALUE: 17  SURGES/DAY: 8

ARCANA: 10
DIPLOMACY: 14
HEAL: 15
INSIGHT: 15
RELIGION: 10

PASS INSIGHT: 25  PASS PERC: 22

HEAL
any power that regains HP/Healing keyword: +9 HP
any power that grants healing surge: + 1d6+4 HP
Daily: any char healed by Encounter or Daily power gets +1d6 HP
Daily: any char healed by Encounter or Daily power gets +1d10+4 HP

FEATS
Jack of All Trades – You gain a +2 feat bonus to all untrained skill checks.
Defensive Healing Word – When you use your healing word, the target also gains a power bonus to all defenses equal to your charisma modifier against the next attack made against him or her.
Healer's Implement – When you grant healing with any of your cleric healing powers, add your holy symbol's enhancement bonus to the hit points the recipient gains.
Pacifist Healer – When you use a divine power that allows a target to spend a healing surge, the target regains additional hit points equal to 1d6+your charisma modifier. The additional hit points increase to 2d6 your charisma modifier at 11th level, and to 3d6+your charisma modifier at 21st level. Also, whenever you deal damage to a bloodied enemy, you are stunned until the end of your next turn.
Human Perseverance – You gain a +1 feat bonus to saving throws.
Defensive Grace – When you use your healer's mercy, you gain a power bonus equal to your charisma modifier to all defenses until the end of your next turn.

POWERS

Channel Divinity: Pelor's Radiance
Encounter ✦ Divine, Implement, Radiant
Standard Action Close burst 1
(3 at 11th level, 5 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d12 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn. Increase damage to 2d12 at 5th level, 3d12 at 11th, 4d12 at 15th, 5d12 at 21st, and 6d12 at 25th.
Special: You must take the Pelor's Radiance feat to use this power.

Channel Divinity: Healer's Mercy
Encounter- Divine, Healing
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.
When you use your healer's mercy, you gain a power bonus equal to your charisma modifier to all defenses until the end of your next turn.
target regains additional hit points equal to 1d6+your charisma modifier

Channel Divinity: Divine Fortune
Encounter Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Astral Seal Level 1 At-will
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

Lance of Faith
At-Will Divine, Implement, Radiant
Standard Action Ranged 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 his or her next attack roll against the target.
Increase damage to 2d8 + Wisdom modifier at 21st level.

Sacred Flame
At-Will 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 either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
Increase damage to 2d6 + Wisdom modifier at 21st level.

Healing Word
Encounter (Special) Divine, Healing
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.
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
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.
Feat: When you use your healing word, the target also gains a power bonus to all defenses equal to your charisma modifier against the next attack made against him or her.

Exacting Utterance Level 1 Encounter
Encounter Divine, Implement
Standard Action Ranged 5
Target: one creature
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target gains vulnerability to all damage equal to your wisdom modifier, and any ally who attacks the target gains temporary hit points equal to your wisdom modifier.

Hymn of Resurgence Level 3 Encounter
Encounter Divine, Implement
Standard Action Close blast 5
Target: each enemy in blast
Attack: Wisdom vs. Fortitude
Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.

Price of Violence Level 7 Encounter
Encounter Divine, Implement
Immediate Reaction Ranged 5
Trigger: an enemy within 5 squares of you hits you or your ally
Target: the triggering enemy
Attack: Wisdom vs. Fortitude
Hit: The target is blinded until the end of your next turn.

Life Transference Utility 2
Encounter Divine, Healing
Immediate Interrupt Ranged 20
Trigger: an ally within 20 squares of you fails a death saving throw
Target: the triggering ally
Effect: the target succeeds on the death saving throw and can spend a healing surge

Spirit of Healing Level 6 Utility
Daily Conjuration, Divine, Healing
Minor Action Ranged 10
Effect: You conjur a spirit of healing in 1 square within range. The spirit lasts until the end of your next turn. When an ally in the spirit's square or adjacent to it hits an enemy, that ally regains hit points equal to twice your wisdom modifier. As a move action, you can move the spirit 4 squares.
Sustain minor: the spirit persists.

Word of Vigor Level 10 Utility
Encounter Divine, Healing
Minor Action Close Burst 1
Target: You and each ally in burst
Effect: Each target can spend a healing surge and regain 2d6 additional hit points

Beacon of Hope Level 1 Daily
Daily 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 its next turn.
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.

Iron to Glass Level 5 Daily
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Reflex
Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10.
Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.

Dismissal Level 9 Daily
Daily Divine, Implement, Teleportation
Standard Action Ranged 10
Target: one creature
Attack: Wisdom 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 penalty if it is an aberrant, elemental, 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.

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

Exalted Chain Armor +2
Enhancement: AC
Power (Daily Healing) Minor Action. Until the end of your next turn,
any ally healed by one of your encounter or daily powers regains an extra 1d10+Charisma modifier hit points.

Healer's Brooch +2
Item Slot: Neck
Enchancement: Fortitude, Reflex, Will
Property: When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.

Healer's Sash
Item Slot: Waist
Property: This sash can have no more than 5 charges at one time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally expends a
healing surge but does not regain hit points as normal. Instead, add 1 charge to this sash.
Power (Encounter✦ Healing): Immediate Reaction. Use this power when an ally within 5 squares of you takes damage. Expend 1 charge from the belt. The ally regains hit points as though he or she had spent a healing surge, and regains an extra 1d6 hit points.

Bio:

 Noura never intended to become an adventurer. She's always been content to drift through life wherever her god would bid her to go. It's really just a coincidence that her healing skills and bright faith have been needed in various adventures over the years. She's bounced from party to party, never lingering overlong with any one group, sharing the light of Pelor's blessing freely and fairly, with a glad heart.

Noura

The Tear of Ioun Skwishface