Friday, December 11, 2009

Brunt at 10th Level

Bruntalmar Battlehorn –10th level Dwarf Cleric LG (+33 Rune pts); DOB Sarenrae 13, 4686
4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 21,032
Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint
Game date: Calistril 21, 4709

Hit Points 73 (Healing Surge HP Healed 18 - Healing Surges/Day 11 (10 + 1 from belt) (Bloodied 36) (Cloak of Resistance once per day gain resist five to all damage until start of my next turn minor action)

Armor Class 25 (+0 Int/Dex, +1 Plate Mail AC+9, +5 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 20 (10 base, +3 Str/Con, +5 ½ Level, +2 Cloak of Resistance)
Reflex 17 (10 base, +0 Int/Dex, +5 ½ Level, +2 Cloak of Resistance)
Will 24 (10 base, +5 Wis/Cha, +2 Cleric, +5 ½ Level, +2 Cloak of Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
2 Handed Adamantine Mordenkrad: Full attack +12(+2Weapon Prof,+3Str,+5 ½ Lvl, +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.
+1Throwing Ax: Full Attack +11 (+2 Weapon Prof, +3 Str, +5 ½ Level, +1)
Damage 1D6 +5(+3Str, +2 dwp) Range in sq 5/10(at -2)
Dagger: Full attack +8 (+ 0 weapon prof, +3 Str, +5 ½ Level)
Damage 1D4 +3 Str

Initiative: +4 (+5 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 it 10 plus the bonus no rolling on my part)
Acrobatics +2 (+5 ½ level, -1 dex, -2 AC penalty) Insight +15 (+5 ½ level, +5 wis, +5 trained)
Arcana +5 (+5 ½ level, +0 int) Intimidate +5 (+5 ½ level, +0 cha)
Athletics +6 (+5 ½ level, +3 str, -2 AC penalty) Nature +10 (+5 ½ level, +5 wis)
Bluff +5 (+5 ½ level, +0 cha) Perception +15 (+5 ½ level, +5 wis, +5 trained)
Diplomacy +5 (+5 ½ level; +0 cha,) Religion +10 (+5 ½ level, +0 int, +5 trained)
Dungeoneering +12 (+5 ½ level, +5 wis, +2 skill bon) Stealth +2 (+5 ½ level, -1 dex, -2 AC pen)
Endurance +9 (+5 ½ lvl,+3 con,+2 Skill,+1 Plate, -2 Ac pen) Streetwise+5 (+5 ½ lvl,+0 cha)
Heal +15 (+5 ½ level, +5 wis, +5 trained) Thievery +2 (+5 ½ level, -1 dex, -2 AC pen)
History +5 (+5 ½ level, +0 int) (+2 Buff or Diplomacy bonus with Korvosa Citizens)

1 Action Points – (1 every other encounter they do not stack so use the action points)
2 Harrow Points – Can be used as action points for Saving Throws, to Hit or get use of another Magic item day use, etc.
16 Deus ex Mechina (we earn and can keep them to use to change the story line)

Languages:
Common Tongue, Dwarven

Companions Traveling:
Carufinwe Ranger (Jim F.) - joined at beginning on Rovagug 1, 4708 -
Andrian Constantin - Rogue (Tallon) - joined at beginning on Rovagug 1, 4708 -
Riley Pennyfeather (AKA Rizzle) – Arcane Wizard (Gerald) – joined at beginn Rovagug 1, 4708
Agrippa - Barbarian (Zack) – Joined at Calistril 4, 4709

Personality:
Social Interactions Decisions Points Dire Straits
1 Others perceive–Reserved Assertiveness–Adaptable Courageousness - Cautious
2 Optimism–Hopefu Rule conscientiousness–Honest Response to 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), +1 Throwing Ax (3lbs), Couters of 2nd Chance Guards, Belt of Vigor & Dwarf Plate Mail (52lbs), Set of ceremony robes (4lbs), 1 Extra Boots (1lb), +2 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 5 Cure Disease, 5 Comprehend Language, 2 Discern Lies, 10 Endure Elements, 4 Gentle Repose, 3 Hand of Fate, 2 Knock, 9 Silence, 1 Raise Dead, 2 Speak with Dead, 8 Tenser Floating Disc and 4 Travelers Feast (5.5lbs), 0 Healing Potion, (.0lbs), 10 candle (.5lbs), Jewel with the Korsova Mark of Psuedo Dragon (.5lbs), small pouch 1 SP – 10 GP – 0 PP (.2lbs)
Weight I’m carry is 156.7 lbs. (Left 15 GP and 3PP at my uncle place)
City Weight is 112.7 – Leave Cooking Pot, Tent, bedroll, blanket, Set of Ceremony robes & boots, and half the rations in my room (44lb)

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
Working on
Avenger Power Aspect of Might (10th Level) -

Class Features: Channel Divinity:

Lance of Faith: at Will – Divine, Implement, Radiant – Standard Action – Ranged 5 squares – Target One creature
Attack: +11 (Wisdom +5 + 5 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: Encounter minor action because a dwarf. I spend a healing surge & 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: +11 (Wisdom +5 + 5 ½ Level, +1 Symbol of Live) vs. Will
Hit: 1d10 + 6 Wisdom & Life 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 +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: +11 (Wisdom +5 + 5 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: +11 (Wisdom +5 + 5 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.
Weapon of the Gods (Retrained from Rune of Peace at 9th) Daily – Divine, Radiant, Weapon – Minor Action – Melee Touch Weapon
Targets: 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 my next turn.
Divine Power: Daily – Divine, Healing, Radiant, Weapon – Standard Action – Close Burst 2 – Target – Each enemy in burst I can see.
Attack: Use Weapon Attack (Str) vs. Fortitude Hits: 2(W) (use my stats above for weapon used) Strength modifier damage
And I push the target one square. Effect: Until the end of the encounter I gain regeneration 5. Plus myself and each ally within the burst gain a +2 power AC bonus.

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.
Knights of Unyielding Valor: Utility Prayer: Daily – Conjuration Divine – Standard Action – Range 10 squares
Effects – I conjure 4 ghostly warriors, each occupying 1 square within range. As a move action I can move any of the
Knights 2 squares. They can not attack or be attacked or damaged, and they last until the end of the encounter.
Enemies can not enter a square occupied by a conjured knight, but allies can move through the knights spaces as if the knights were allies. The conjured knihts grant cover to allies but not enemies.

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.
+2 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.
+1 Throwing Ax – Gain +1 to Attack rolls and return back to me after it been thrown.

Virtue Rune Sin Rune
+1 Abstinence (Forbearance from using or doing.) Gluttony (Wants everything)
+1 Chastity (Purity) Lust (Longing Desire)
+8 Diligence (Willing and painstaking effort.) Sloth (Lethargy, indolence, inactive)
+2 Humility (Humble) Pride (self center)
+12 Kindness (Kind Action) Envy (Jealous, Grudge)
+4 Liberality (Generosity.) Greed (Selfish Desire.)
+5 Patience (Enduring with calmness.) Wrath (Fury, Rage, Violent.)

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