Bruntalmar Battlehorn –8th level Dwarf Cleric LG (+31 Rune pts);
DOB Sarenrae 13, 4686 (6/13/2008) - Updated 07/14/2009
4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 13,838,
Patron Deity: Torag - Homeland: Janderholf -
Group Name: The Saviors of Sandpoint – Game date: Abadius 12, 4708
Hit Points 63 (Healing Surge HP Healed 16 - Healing Surges/Day 11 (10 + 1 from belt) (Bloodied 31) (Cloak of Resistance once per day gain resist five to all damage until start of my next turn minor action)
Armor Class 23 (+0 Int/Dex, +1 Plate Mail AC+9, +4 ½ Level)
Str 17 (+3) (+1 8th level)
Con 16 (+3) (+2 for Dwarf, +1 4th level)
Dex 8 (-1)
Int 10 (+0)
Wis 20 (+5) (+2 for Dwarf, +1 4th level, +1 8th level)
Char 11 (+0)
Low Light vision is normal in Dim Light
DEFENSES (Dwarf feature +5 on Saving Throws against Poison)
Fortitude 18 (10 base, +3 Str/Con, +4 ½ Level, +1 Cloak of Resistance)
Reflex 15 (10 base, +0 Int/Dex, +4 ½ Level, +1 Cloak of Resistance)
Will 22 (10 base, +5 Wis/Cha, +2 Cleric, +4 ½ Level, +1 Cloak of Resistance)
ATTACKS: (Note Max Damage on rolls of 20)
2 Handed Adamantine Mordenkrad: Full attack +11(+2Weapon Prof,+3Str,+4 ½ Level,+2Blade) Damage 2D6+7(+3Str,+2DWP,+2Blade)
Because it has a Brutal of 1 I get to re-roll all dice that roll a 1 until it is not a 1. On Crit get an extra +2D10 of damage.
Throwing Ax: Full Attack +9 (+2 Weapon Prof, +3 Str, +4 ½ Level) Damage 1D6 +5(+3Str, +2 dwp) Range in square 5/10(at -2)
Dagger: Full attack +7(+0 weapon prof, +3 Str, +4 ½ Level) Damage 1D4 +3 Str
Initiative: +3 (+4 ½ Level & -1 Dex)
Movement: - 5 square (even if Heavy Loaded)
Combat Move Action 5 squares Combat Double Standard and Move Action 10 squares
SKILLS: p. 181-89 (If a passive roll is ask for a skill 10 plus bonus of roll)
Acrobatics +1 (+4 ½ level, -1 dex, -2 AC penalty) Insight +14 (+4 ½ level, +5 wis, +5 trained)
Arcana +4 (+4 ½ level, +0 int) Intimidate +4 (+4 ½ level, +0 cha)
Athletics +5 (+4 ½ level, +3 str, -2 AC penalty) Nature +9 (+4 ½ level, +5 wis)
Bluff +4 (+4 ½ level, +0 cha) Perception +14 (+4 ½ level, +5 wis, +5 trained)
Diplomacy +4 (+4 ½ level; +0 cha,) Religion +9 (+4 ½ level, +0 int, +5 trained)
Dungeoneering +11 (+4 ½ level, +5 wis, +2 skill bonus) Stealth +1 (+4 ½ level, -1 dex, -2 AC penalty)
Endurance +8 (+4 ½ level,+3 con,+2 Skill,+1 Plate, -2 Ac pen) Streetwise +4 (+4 ½ level, +0 cha)
Heal +14 (+4 ½ level, +5 wis, +5 trained)
Thievery +1 (+4 ½ level, -1 dex, -2 AC penalty)
History +4 (+4 ½ level, +0 int)
1 Action Points – (1 every other encounter - do not stack)
3 Harrow Points – Can be used as action points for Saving Throws, to Hit or get use of another Magic item day use, etc.
18 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 Perceive-Reserved Assertiveness–Adaptable Courageousness-Cautious
2 Optimism–Hopeful Rule conscientiousness–Honest Response setbacks-Stoic
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), Adamantine Mordenkrad +2 (12lbs), 4 Throwing Ax (12lbs), Couters of 2nd Chance Guards, Belt of Vigor & Dwarf Plate Mail (52lbs), 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 2 Comprehend Language, 1 Discern Lies, 3 Endure Elements, 1 Gentle Repose, 1 Hand of Fate, 4 Silence 4 Tenser Floating Disc and 2 Travelers Feast (.8lbs), 2 Healing Potion, (.2lbs), 10 candle (.5lbs), Jewel with the Korsova Mark of Psuedo Dragon (.5lbs), small pouch 1SP–10GP–0PP(.2lbs)
Weight I’m carry is 161.2 lbs. (Left 15 GP and 3PP at my uncle place)
City Weight is 119.2 – Leave Cooking Pot, Tent, bedroll, blanket, Set of Ceremony robes & boots, and half the rations in my room (42lb)
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
Avenger Multi Class Feat: (6th Level) – Allows you to roll two dice for one attack once per encounter.
Moradin's Resolve: (blessing from Torag): (8th Level) – Encounter Power Minor/Divine +2 to attack rolls 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: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs. Reflex Hits 1d8 +6 wisdom & Live 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.
Second Wind: at Will minor action because I’m a dwarf. I spend a healing surge and gain a +2 bonus to all defenses until start of 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: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs. Will
Hit: 1d10 + 6 Wisdom & Life modifier radiant damage, and you push the target a number of 3 squares. 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 +5 (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 +5 to their surge points (my wisdom modifier).
Daunting Light: Encounter – Divine, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square
Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs Reflex Hits: 2D10 + 6 Wisdom & Life 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.
Oath of Enmity: Encounter – Divine – Minor Action – Close burst of 10 one enemy you can see in burst – Attack: When you make a melee attack against the target and the target is the only enemy adjacent to me, I can make two attack rolls and use either result once per encounter.
Searing Light: Encounter – Dive, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs Reflex Hits 2D6 + 6 Wisdom & Life Modifier Radiant Damage Effect: One creature when hit the target is blinded until end of my next turn.
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 me until the end of my next turn.
Shield of Faith: 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.
Cure Serious Wounds: Utility Prayer: Divine, Healing – Standard Action
Targets: The person I touch regains hit points as if they had spent two healing surges.
Prayer Book:
Comprehend Language: Pg.303 Level 1 Category: Exploration Time: 10 min for 24 hrs
Component Cost: 10gp Key Skill: Arcane
When beginning the ritual choose a language you have heard or piece of writing you have seen within the past 24 hours. Make an arcane check of 35 or higher you can speak it fluently or write it in its native script for the duration else just understand or read the language you have picked.
Cure Disease: Pg.303 Level 6 Category: Restoration Time: 10 min Instantaneous
Component Cost: 150gp Key Skill: Heal
See table on this ritual and be sure you want to do this it can kill you.
Discern Lies: Pg. 303 Level 6 Category: Divination Time: 10 min for 5 minutes
Component Cost: 140gp Key Skill: Religion
Make a Religion check use the results as a bonus to my insight check to discern any untruths spoken in my presence for the duration of the ritual. Any one aiding me to cast the ritual cannot help with the insight check.
Endure Elements: Pg.304 Level 2 Category: Exploration Time: 10 min for 24 hrs.
Component Cost: 20gp Key Skill: Nature (no check)
Ritual lets your designate up to five ritual participants including myself. Ignore penalties associated with extremes of non magical weather an affected creature suffers no ill effects from temperatures -50 to 140 degrees Fahrenheit, plus equipment.
Gentle Repose: Pg. 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: Pg. 306 Level 4 Category: Divination Time: 10 min for 10 min
Component Cost: 70gp Key Skill: Religion (no check)
You can ask up to three questions about a possible course of action. A Translucent blue hand appears and indicates with a gesture what the most rewarding course of action would be.
Knock: Pg. 307 Level 4 Category: Exploration Time: 10 min Instantaneous
Component Cost: 150gp (plus a healing surge) Key Skill: Arcane
Allows you to open a single locked door, chest, gate or other object. Make an arcane check +5 to open each lock.
Make Whole: Pg. 309 Level 1 Category: Exploration Time: 10 min Permanent
Component Cost: 20% of item cost Key Skill: Arcane (no check)
A single object that can fit in to a 10 foot cube is completely repaired.
Raise Dead: Pg. Level 8 Category: Divination Time: 8 hrs Instantaneous
Component Cost: 500gp (hard to get) Key Skill: Heal (no check)
Need part of the corpse no older than 30 days and wants to be raised. (Component found in the land of Thuvia from a sun orchid Elixir to extend your life or raise the dead.)
Silence: Pg. 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: Pg. 312 Level 6 Category: Exploration Time: 10 min for 10 min
Component Cost: 140gp Key Skill: Religion
Ask a corpse an intelligence question and receive an answer. The corpse only knows what the creature knew in life. The religion check determines the number of questions you can ask.
Tenser’s Floating Disc: Pg. 312 Level 1 Category: Exploration Time: 10 min for 24 hrs
Component Cost: 10gp Key Skill: Arcane
Create slightly concave circular plane of force that floats a foot off the ground. See table for weight allowance. It moves with you at your moment rate and at your command. Note: if it is so far from you for two turns it goes away dropping everthing.
Traveler Feast: Pg 313 Level 4 Category: Exploration Time: 10 min for 24 hrs
Component Cost: 35gp Key Skill: Nature (no check)
Create food and water enough to feed 5 medium creatures for 24 hours at the end of the duration anything left over disappears
Magic Items:
Potions of Healing – Minor Action – Drink potion & spend healing surge, but regain 10 hit points of healing instead.
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. Daily Power - I gain an extra 1D6 on my healing powers.
Adamantine Mordenkrad +2 – Gain the +2 to attack and damage rolls – Brutal of 1 is I re-roll all dice that roll an one.
Belt of Vigor (Wrist) – Receive a +1 to Healing Surge Value.
Coulters of 2nd Chances (Guards-Arms) – Daily Power – Free Action - Immediate Reaction to re roll a missed melee attack.
Cloak of Resistance (Neck) – Daily Power - Gain resistance five to all damage until start of my next turn minor action.
Dwarven Plate Armor +1 (Body) – Daily Power – Free Action – Regain hit points as if you had spent a healing surge.
Also, gain a +1 to endurance check.
Virtue Rune Sin Rune
+1 Abstinence Gluttony
+1 Chastity Lust
+8 Diligence Sloth
+2 Humility Pride
+11 Kindness Envy
+3 Liberality Greed
+5 Patience Wrath
EPILOGUE
15 years ago

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