Bruntalmar Battlehorn –12th level Dwarf Cleric LG Paragon Path Battle Chaplain (+37 Rune pts); - Upated 5/21/2010 DOB Sarenrae 13, 4686 (6/13/2008); 4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 36,116, (4,725 EP Bonus-journal/book) (1,525 EP Lost-missed game) Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint – Game date: Gozran 14, 4709
Hit Points 84 (Healing Surge HP Healed 22 (+ 1 from belt)-Healing Surges/Day 10 - Bloodied 42
(Cloak of Resistance once per day gain resist five to all damage until start of my next turn minor action)
Armor Class 28 (+0 Int/Dex, +2 Plate Mail AC +10, Shield AC +2, +6 ½ Level)
Str 18 (+4) (+1 8th level, +1 11th level)
Con 17 (+3) (+2 for Dwarf, +1 4th level, +1 11th level)
Dex 9 (-1) ( +1 11th level)
Int 11 (+0) ( +1 11th level)
Wis 21 (+5) (+2 for Dwarf, +1 4th level, +1 8th level, +1 11th level)
Char 12 (+1) (, +1 11th level)
Low Light vision is normal in Dim Light
DEFENSES (Dwarf feature +5 on Saving Throws against Poison)(Shield gain resist 5 to fire)
Fortitude 22 (10 base, +4 Str/Con, +6 ½ Level, +2 Cloak of Resistance)
Reflex 18 (10 base, +0 Int/Dex, +6 ½ Level, +2 Cloak of Resistance)
Will 25 (10 base, +5 Wis/Cha, +2 Cleric, +6 ½ Level, +2 Cloak of Resistance)
ATTACKS: (Note Max Damage on rolls of 20)
+2 Avalanche Warhammer: Full attack +14(+2Weapon Prof,+4Str,+6 ½ Level,+2Blade) Damage 1D10+8(+4Str,+2DWP,+2Blade) When I charge an enemey and hit with the weapon it deals 1d10 extra damage. On Crit get an extra +1D10 of damage. Miss +3 Damage
+1Throwing Ax: Full Attack +13 (+2 Weapon Prof, +4 Str, +6 ½ Level, +1) Damage 1D6 +7(+4Str, +2 dwp, +1) Range in sq 5/10(at -2)
Magic ??? Crossbow: Full Attack +5 (+0 weapon prof, -1 Dex, +6 ½ Level) Damage 1D8 Range in sq 15/30 (at -2)
Dagger: Full attack +13 (+ 2 weapon prof, +4 Str, +6 ½ Level, +1?) Damage 1D4 +4 Str
Initiative: +5 (+6 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: (If a passive roll is ask for a skill it 10 plus the bonus no rolling on my part)
Acrobatics +1 (+6 ½ level, -1 dex, -4 AC pen) Insight +16 (+6 ½ level, +5 wis, +5 trained)
Arcana +6 (+6 ½ level, +0 int) Intimidate +7 (+6 ½ level, +1 cha)
Athletics +6 (+6 ½ level, +4 str, -4 AC pen) Nature +11 (+6 ½ level, +5 wis)
Bluff +7 (+6 ½ level, +1 cha) Perception +16 (+6 ½ level, +5 wis, +5 trained)
Diplomacy +7 (+6 ½ level; +1 cha,) Religion +11 (+6 ½ level, +0 int, +5 trained)
Dungeoneering +13 (+6 ½ lvl, +5 wis, +2 skill bon) Stealth +1 (+6 ½ level, -1 dex, -4 AC pen)
Endurance +9 (+6 ½ lvl,+3 con,+2 Skil,+2 Plate, -4 Ac pen) Streetwise +7 (+6 ½ lvl, +1cha) Heal +16 (+6 ½ level, +5 wis, +5 trained) Thievery +1 (+6 ½ lvl, -1 dex, -4 AC penalty)
History +6 (+6 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)
4 Harrow Points – Can be used as action points for Saving Throws, to Hit or get use of another Magic item day use, etc.
25 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
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), +1 Dagger (1lbs), Adamantine Mordenkrad +2 (12lbs), +1 Throwing Ax (3lbs), Couters of 2nd Chance Guards, Belt of Vigor & Dwarf Plate Mail +2 (52lbs), Magic Crossbow (need to pick 8th) (4lbs), 10 Bolts (1lb), +2 Cloak of Resistance (2lbs), 2 water skins (8lbs), Cooking Pot (5lbs), 5 days of rations (5lbs), 50’ of silk rope (3lbs), 50’ of hemp rope (10lbs), tent (20lbs), flint & steel w/wet stone (1lb), Ritual Components for 2 Cure Disease, 2 Comprehend Language, 2 Discern Lies, 10 Endure Elements, 0 Gentle Repose, 3 Hand of Fate, 2 Knock, 4 Leomund’s Secret Chest, 3 Silence, 2 Speak with Dead, 2 Tenser Floating Disc and 2 Travelers Feast (5.7lbs), 1 Healing Potion, (.1lbs), 10 candle (.5lbs), small pouch 16 SP – 23 GP – 0 PP (.8lbs)
Weight I’m carry is 152.1 lbs. (Left 15 GP and 3PP at my uncle place)
In Leomund’s Secret Chest 4x10x3 – 40 days iron rations (40lbs), Extra Boots (1lbs), Extra Clothes (3lbs), Set of Ceremony Robes/Clothes (4lbs), 4 Blankets (16lbs), 10 filled water skins (40lbs), 100’ silk rope (6lbs), Crossbow (4lbs), 40 Bolts (4lbs), 120 Arows (6lbs), Prayer Book 128 pages (3lbs), Journal (2lbs.), Jewel with the Korsova Mark of Psuedo Dragon (.5lbs), 3pp, 3 Comprehend Language, 4 Create Holy water at 6 level, 3 Cure Disease , 6 Leomund’ Secret Chest, 24 Phatntom Steed , 1 Raise Dead, 6 Silence, 6 Tenser Floating Disc, 6 Travelers Feast Ritual Components. Carufinwe has 30PP, Andrain has 45PP, Legion who Walks has 29 PP & 136GP in the chest.
Upkeep Cost: Per Day cheapest stay is 4sp, Breakfast 2sp and Dinner would be 3sp totaling 9sp per day.
Dwarven Traits:
Dwarven Resilience: Use 2nd 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 normal speed even if normally 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 leather, hide & chain mail armor.
Ritual: (Class Feat 1st Level) – Have a prayer book that use either the ritual from chapter 10.
Dwarven Weapon Training: (1st Level) - Gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.
Armor Proficiency for Scale: (2nd level) – Trained in Scale Armor.
Armor Proficiency for Plate: (4th level) – Trained in Scale Armor.
Avenger Multi Class Feat: (6th Level) – Allows you to roll two dice for one attk once per encntr.
Moradin's Resolve: (blessing from Torag): (8th Level) – Encounter Power Minor/Divine +2 to attack rolls against large creatures.
Adept Power – Swap one daily power with one Avenger Power (10th Level) – Swap Avenging Flame for Temple of Light.
Hammer Rhythm – Damage with hammer or mace on a miss I would get no other damage I get my constitution modifier (+3) as damage
Class Features: Channel Divinity:
Lance of Faith: at Will – Divine, Implement, Radiant – Standard Action – Ranged 5 squares – Target One creature Attack: +12 (Wisdom +5 + 6 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 5 squares. Target: Each undead creature in burst Attack: +12 (Wisdom +5 + 6 ½ Level, +1 Symbol of Live) vs. Will Hit: 3d10 + 6 Wisdom & Life modifier radiant damage, and you push the target a number of squares equal to 3 +1 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. Can use only one channel divinity power per encounter.
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: +12 (Wisdom +5 + 6 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: +12 (Wisdom +5 + 6 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.
Moradin’s Resolve: Encounter – Divine – Minor Action – Personal – Target one creature
Channel Divinity: You can use only one channel divinity power per encounter.
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures.
Revelation of Battle: Encounter – Divine, Weapon – Standard Action – Melee Weapon – Target one Creature Attack: Strength vs Reflex Hits: 2(W) use weapon stat above just double weapon damage. Effect: Each ally within 10 squares of me gains a +2 power bonus to attack rolls and damage rolls until the start of my next turn.
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.
Temple of Light: Daily – Divine, Radiant, Weapon, Zone – Standard Action – Melee Weapon – Target One Creature Attack: Wisdom vs AC Hits: 2(W) + Wisdom modifier radiant damage Effect: The Attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever I hit a creature that is within the zone, the attack deals 1d6 extra radiant damage.
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: Daily - Divine, Healing – Standard Action Targets: The person I touch regains hit points as if they had spent two healing surges +5 additional hp.
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.
Create Holy Water: Pg 156 in Divine Power Level 1 or 6 Category: Creation Time: 1 hour
Component Cost: 20gp or 75gp Key Skill: Religion (no check) Duration: 24hrs
This ritual infuses astral radiance into a small quantity of ordinary water. You can only create holy water no higher than my level. It does radiant damage. See table on page 157 for damage.
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.
Leomund’s Secret Chest: Pg 307 Level 6 Category: Exploration Time: 10 minutes
Component Cost: 140gp plus a focus 200gp Key Skill: Arcane (no check) Duration: Until Dismissed Need a chest which is the focus of at least 200GP, can summons it to me and it is in my room at my parents place in Janderholf. The chest is 4ft wide 10ft long and 3ft high.
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 extra 1D6 on my healing powers.
Avalanche Hammer Warhammer +2 - +2 on Attack and Damage roll - +1d10 extra on Crits – When charge extra 1(W) damage
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 +2 (Body) – Daily Power – Free Action – Regain hit points as if you had spent a healing surge. Also, gain a +2 to endurance check.
+1 Throwing Ax – Gain +1 to Attack rolls and return back to me after it been thrown.
Flamedrinker Shield Heavy Shield – Gain resist 5 fire – Daily Power – Immediate Interrupt. Use this power when an ally adjacent to me would take fire damage. Grant that ally resist 10 fire until the end of my next turn.
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)
+15 Kindness (Kind Action) Envy (Jealous, Grudge)
+5 Liberality (Generosity.) Greed (Selfish Desire.)
+5 Patience (Enduring with calmness.) Wrath (Fury, Rage, Violent.)
Party Treasure at my uncle place: silver earrings and significant amount of silver and gold dust
Party Treasure at my parents: 460PP, 15,500GP, 24,200SP, Magic Rod, Magic Light Mace, Magic Scarab, Magic Frost Spear, Magic Lantern?
EPILOGUE
15 years ago

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