Tuesday, February 3, 2009

Bruntalmar Level 5

Bruntalmar Battlehorn –5th level Dwarf Cleric LG (+18 Rune pts);
DOB Sarenrae 13, 4686 (6/13/2008) - Updated 02/26/2009
4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 7,031,
Patron Deity: Torag - Homeland: Janderholf -
Group Name: The Saviors of Sandpoint – Game date: Neth 18, 4708

Hit Points 48 (Healing Surge HP Healed 12 - Healing Surges/Day 10)
(Bloodied 24) (Cloak of Resistance once per day gain resist five to all damage
until start of my next turn minor action)

Armor Class 20 (+0 Int/Dex, Plate Mail AC+8, +2 ½ Level)

Str 16 (+3)
Con 16 (+3) (+2 for Dwarf, +1 4th level)
Dex 8 (-1)
Int 10 (+0)
Wis 19 (+4) (+2 for Dwarf, +1 4th level)
Char 11 (+0)
Low Light vision is normal in Dim Light

DEFENSES (Dwarf feature +5 on Saving Throws against Poison)
Fortitude 16 (10 base, +3 Str/Con, +2 ½ Level, +1 Cloak of Resistance)
Reflex 13 (10 base, +0 Int/Dex, +2 ½ Level, +1 Cloak of Resistance)
Will 19 (10 base, +4 Wis/Cha, +2 Cleric, +2 ½ Level,+1Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
2 Handed Flaming Maul: Full attack +8 (+2 Weapon Prof, + 3 Str, +2 ½ Level,
+1 Flame) Damage 2D6 +5(+3Str, +2 DWP) see p.234
Can Turn the Flame off or on at will
Throwing Ax: Full Attack +7 (+2 Weapon Prof, +3 Str, +2 ½ Level)
Damage 1D6 +5(+3Str, +2 dwp) Range in square 5/10(at -2)
Dagger: Full attack +5 (+ 0 weapon prof, +3 Str, +2 ½ Level)
Damage 1D4 +3 Str

Initiative: +1 (+2 ½ Level & -1 Dex)

Movement: - 5 square (even if Heavy Loaded)
Combat Move Action 5 sq Combat Double Standard & Move Action 10 sqs

SKILLS: p. 181-89 (If a passive roll is ask for a skill it 10 plus the bonus no rolling on my part)
Acrobatics -1 (+2 ½ level, -1 dex, -2 AC penalty) Insight +11 (+2 ½ level, +4 wis, +5 trained)
Arcana +2 (+2 ½ level, +0 int) Intimidate +2 (+2 ½ level, +0 cha)
Athletics +3 (+2 ½ level, +3 str, -2 AC penalty) Nature +6 (+2 ½ level, +4 wis)
Bluff +2 (+2 ½ level, +0 cha) Perception +6 (+2 ½ level, +4 wis)
Diplomacy +7 (+2 ½ level; +0 cha, +5 trained) Religion +7 (+2 ½ level, +0 int, +5 trained)
Dungeoneering +8 (+2 ½ level, +4 wis, +2 skill bonus) Stealth -1 (+2 ½ level, -1 dex, -2 AC penalty)
Endurance +4 (+2 ½ level, +2 con, +2 skill bonus, -2 Ac pen) Streetwise +2 (+2 ½ level, +0 cha)
Heal +11 (+2 ½ level, +4 wis, +5 trained)
Thievery -1 (+2 ½ level, -1 dex, -2 AC penalty)
History +2 (+2 ½ level, +0 int)

1 Action Points – (1 every other encounter they do not stack)
11 Deus ex Mechina (we earn and can keep them to use to change the story line)

Languages:
Common Tongue, Dwarven

Personality:
Social Interactions Decisions Points Dire Straits
1. Others perceive – Reserved Assertiveness – Adaptable Courageousness - Cautious
2. Optimism – Hopeful Rule conscientiousness – Honest Response to setbacks - Stoic (suffers without complaint)
3. Trusting others – Trusting Empathy – Kind Nerves - Patient
.

Equipment: Heavy over 160 lbs – (Note 50 coins equal 1lb)
Back Pack (2lbs), Prayer Book 128 pages (3lbs), Journal (2lbs.), Bedroll (5lbs), 2 Blanket (4lbs), Holy Symbol Hammer (1lb), Symbol of Life +1 Holy Symbol of Torag (1lb), Dagger (1lbs), Flaming Maul +1 (12lbs), 2 Throwing Ax (6lbs), Dwarf Plate mail (50lbs), Set of ceremony robes (4lbs), 1 Extra Boots (1lb), 1 Cloak of Resistance (2lbs), 2 water skins (8lbs), Cooking Pot (5lbs), 10 days of rations (10lbs), 50’ of silk rope (3lbs), 50’ of hemp rope (10lbs), tent (20lbs), flint & steel w/wet stone (1lb), Ritual Components for 1 Gentle Repose Ritual and 2 Silence Ritual, 4 Healing Potion, (.4lbs), 10 candle (.5lbs), small pouch 4 SP – 31 GP – 26PP (1.2lbs)
Weight I’m carry is 153.1 lbs. (Left 15 GP and 3PP at my uncle place)

Riding Horse, with horse blanket (2lbs), Saddle and bags (10lbs), Bridle (3lbs) weight horse is carrying 15lbs, Chainmail (40lbs) , 195 rider, and 153.1 gear. Totalling 403.1 lbs, Horse carrying weight up to 237 lbs is Light, 475 is Normal and 1,187 lbs is Heavy to Max

Upkeep Cost: Per Day cheapest stay is 4sp, Breakfast 2sp and Dinner would be 3sp totaling 9sp per day.

Dwarven Traits:
Dwarven Resilience: Can use your second wind (Healing Surge) as a minor action instead of a standard action.
Dwarven Weapon Proficiency: Gain proficiency with the throwing hammer and the warhammer.
Emcumbered Speed: Move at your normal speed even when it would normally be reduced by armor or heavy load.
Other effects that limit speed (such as difficult terrain or magical effects) affects you normally.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move one square less
Than the effect specifies. This means an effect that normally pulls, pushes, or slide a target 1 square does not force
You to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a
Saving throws to avoid falling prone.

Feats (p. 196-197)
Armor Proficiency: (Free Class Feat 1st Level) – Trained in cloth, leather, hide, and chain mail armor. P. 194
Ritual: (Class Feat 1st Level) – Have a prayer book that use either the ritual from chapter 10. P. 296
Dwarven Weapon Training: (1st Level) - Gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. P 194
Armor Proficiency for Scale: (2nd level) – Trained in Scale Armor. P. 194
Armor Proficiency for Plate: (4th level) – Trained in Scale Armor. P. 194
Working on Moradin's Resolve: (blessing from Torag): (6th Level)-+2 to attack against large creatures. P. 199

Class Features: Channel Divinity:

Lance of Faith: at Will – Divine, Implement, Radiant – Standard Action – Ranged 5 squares – Target One creature
Attack: +7 (Wisdom +4 + 2 ½ Level, +1 Symbol of Live) vs. Reflex Hits 1d8 +4 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. If I Crit I get an extra 1D6 of Damage.
Righteous Brand: at Will – Divine, Weapon – Standard Action – Melee weapon – Target one creature
Attack: Use weapon Attack above (Str) vs. AC Hits 1(W) (use my stats above for weapon used) Strength modifier damage and one ally with 5 squares of you gains a power bonus +3 (my strength modifier) to melee attack rolls against the target until the end of my next turn.

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.
Turn Undead: Encounter – Divine, Implement, Radiant – Standard Action – Close burst 2 squares. P. 272
Target: Each undead creature in burst Attack: +7 (Wisdom +4 + 2 ½ Level, +1 Symbol of Live) vs. Will
Hit: 1d10 + 4 Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 +0 Charisma
Modifier. The target is immobilized until the end of your next turn. If I Crit I get an extra 1D6 of Damage.
Miss: Half damage, and the target is not pushed or immobilized.
Healing Word: Encounter (Special: You can use this power twice per encounter, but only once per round.) - Divine, Healing
Minor Action – Close burst 5 squares – Target: Myself or one ally
The target can spend a healing surge and regain an additional 1d6 +4 (wisdom modifier) hit points. As long as they have at least one healing surge.
Healing Strike: Encounter – Divine, Healing, Radiant, Weapon – Standard Action – Melee weapon – Target one creature
Attack: Use weapon Attack above (Str) vs. AC Hits 2(W) (use my stats above for weapon used) Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of me can spend a healing surge +4 to their surge points (my wisdom modifier).
Daunting Light: Encounter – Divine, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square
Attack: +7 (Wisdom +4 + 2 ½ Level, +1 Symbol of Live) vs Reflex Hits: 2D10 + Wisdom Modifier Radiant Damage
Effect: One ally you can see gains combat advantage against the target until the end of my next turn. If Crit get extra 1d6 Damage.

Avenging Flame: Daily – Divine, Fire, Weapon – Standard Action – Melee weapon – Target one creature Attack: Use weapon Attack above (Str) vs. AC Hits: 2(W) (use my stats above for weapon used) Strength modifier damage, and ongoing 5 fire damage (saves ends) Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.

Rune of Peace: Daily–Charm, Divine, Weapon–Standard Action–Melee Weapon Targets: One Creature Attack: Use weapon Attack above (Str) vs Will Damage 1(W) + Strength Modifier Damage and the
Target cannot attack (save ends) Miss: The target cannot attack you until the end of your next turn.

Shield of Faith: 2nd Level Utility Prayer: Daily – Divine – Standard Action – Close Burst 5
Targets: Myself and each ally in the effected burst gain a +2 Power Bonus to AC until the end of the encounter.


Prayer Book:

Cure Disease: Level 6 Component Cost: Key Skill: Heal

Discern Lies: Level 6 Component Cost: Key Skill: Religion

Gentle Repose: p. 305 Level 1 Category: Restoration Time: 1hr for 150 days
Component Cost: 10gp Key Skill: Heal (no check)
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raised
Dead or a similar ritual. Also, protects the corpse from being raised as an undead creature for 150 days.

Hand of Fate: Level 4 Component Cost: Key Skill: Religion (no check)

Raise Dead: Level 8 Component Cost: Key Skill: Heal

Silence: p. 312 Level 1 Category: Warding Time: 10 min for 24 hrs
Component Cost: 30gp Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their Perception checks.

Speak with Dead: Level 6 Category Component Cost: Key Skill: Religion

Traveler Feast: Level 4 Category Component Cost: Key Skill: Nature (no check)


Magic Items:
Symbol Of Life +1 – Holy Symbol of Torag grants a +1 to Implement Attack and Damage rolls plus if I Crit get an extra 1D6 of Damage. Once per Day when I use one of my powers to heal I gain an extra 1D6 to the roll.

Two Hand Maul of Flamming - +1 to attack and damage roll if on. See page 234.
Party Treasure at my uncle place:
silver earrings
significant amount of silver and gold dust

Virtue Rune Sin Rune
+1 Abstinence Gluttony
+0 Chastity Lust
+7 Diligence Sloth
+2 Humility Pride
+3 Kindness Envy
+1 Liberality Greed
+3 Patience Wraith

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