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Old 14th August 2008, 09:16 AM   #9 (permalink)
helium3
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Join Date: Apr 2005
Location: Seattle, WA
Posts: 1,433
helium3 Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Drowned Hero View Post
Dorl Dungar

Spoiler:

Dorl Dungar

Male Dwarf Cleric
Level 1
Unaligned
Representing Drowned Hero
Code:
Strength 	14	(+2)
Dexterity 	11	(+0)
Constitution 	14	(+2)
Intelligence 	10	(+0)
Wisdom      	17	(+3)
Charisma 	14	(+2)
Height: 4' 4"
Weight: 170 lb
Skin: Tan
Eyes: Light Brown
Hair: Red; Wavy; Thick Beard / Hirsute

Maximum Hit Points: 26

Bloodied: 13
Surge Value: 6
Surges / Day: 9 [includes constitution modifier]


Size: Medium
Speed: 5 squares
Vision: Low-light
Code:
Initiative:	1d20 +0	= + 0 [dexterity]
Base Strength Attack:	1d20 +2	= + 2 [strength]
Base Dexterity Attack:	1d20 +0	= + 0 [dexterity]
Base Constitution Attack:	1d20 +2	= + 2 [constitution]
Base Intelligence Attack:	1d20 +0	= + 0 [intelligence]
Base Wisdom Attack:	1d20 +3	= + 3 [wisdom]
Base Charisma Attack:	1d20 +2	= + 2 [charisma]
Code:
Armor Class:	16	= 10 + 6 [chainmail]
Fortitude Defense:	12	= 10 + 2 [constitution]
Reflex Defense:	10	= 10
Will Defense:	15	= 10 + 2 [cleric] + 3 [wisdom]
Armor: Chainmail

Attacks:
Code:
      Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
      Javelins (x4): +4 vs AC [+2 strength] [+2 proficiency]; damage 1 W]=1d6+2 [strength] range 10/20 2 lb (Spear) Heavy throwable
      Thrown: Same as melee
      Mace: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Mace) Versatile
      Sickle: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Off-hand
      Spear: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Spear) Versatile
      Morningstar: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d10+2 [strength] 8 lb (Mace)
      Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor
      Turn Undead +3i [wisdom] vs will
      Priest's Shield +2w [strength] vs AC
      Sacred Flame +3i [wisdom] vs reflex
      Healing Strike +2w [strength] vs AC
      Guardian of Faith +3i [wisdom] vs fortitude
Base Saving Throw: d20 vs 10

Languages: Common; Dwarven;

Rituals Known:
Code:
      Gentle Repose
      Silence
Skills:
Code:
      Acrobatics:	-1	= 0 [dexterity] -1 [armor]
      Arcana:	+0	= 0 [intelligence]
      Athletics:	+1	= 2 [strength] -1 [armor]
      Bluff:	+2	= 2 [charisma]
      Diplomacy:	+7	= 2 [charisma] + 5 [class training]
      Dungeoneering:	+5	= 3 [wisdom] + 2 [Dwarf]
      Endurance:	+3	= 2 [constitution] + 2 [Dwarf] -1 [armor]
      Heal:	+8	= 3 [wisdom] + 5 [class training]
      History:	+0	= 0 [intelligence]
      Insight:	+8	= 3 [wisdom] + 5 [class training]
      Intimidate:	+2	= 2 [charisma]
      Nature:	+3	= 3 [wisdom]
      Perception:	+3	= 3 [wisdom]
      Religion:	+5	= 0 [intelligence] + 5 [class training]
      Stealth:	-1	= 0 [dexterity] -1 [armor]
      Streetwise:	+2	= 2 [charisma]
      Thievery:	-1	= 0 [dexterity] -1 [armor]
Feats:

Dwarven Weapon Training

At-Will:
Code:
      Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
      Basic Ranged Attack: By weapon, damage 1[W]
      Bull Rush: +2 [strength] vs fortitude
      Grab: +2 [strength] vs reflex
      Move grabbed target: +2 [strength] vs fortitude
      Escape: -1 [acrobatics] vs reflex / +1 [athletics] vs fortitude
      Priest's Shield [Level 1]
      Sacred Flame [Level 1]
Encounter Powers:
Code:
       Second Wind [minor action for dwarf]
       Spend an Action Point [free action, not in surprise round]
       Channel Divinity
                Divine Fortune [free action]
                Turn Undead
       Healing Word [minor action, 2x/encounter, maximum 1x/round]
       Healing Strike [Level 1]
Daily Powers:
Code:
       Guardian of Faith [Level 1]
Dwarf

* +2 Constitution, +2 Wisdom (already included)
* Cast-Iron Stomach (+5 saves vs poison)
* Dwarven Resilience
* Dwarven Weapon Proficiency (throwing hammer, warhammer)
* Encumbred Speed
* Stand your Ground

Cleric

* Channel Divinity -- Divine Fortune
* Channel Divinity -- Turn Undead
* Healer's Lore
* Healing Word
* Ritual Casting [bonus feat, not listed above]



Dorl Dungar's Equipment:
Code:
Weapons / Armor / Shield (from above)
      Crossbow bolts (quiver of 20) x2
      Backpack
      Bedroll
      Blanket, winter x1
      Candle
      Case (for map or scroll)
      Everburning torch
      Firewood (1 day) x2
      Fishhook
      Fishing net
      Flint and steel
      Ink vial
      Ink pen
      Lantern (hooded)
      Manacles x1
      Oil flasks x2
      Paper sheets x10
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Signal whistle
      Signet ring
      Spyglass
      Sunrods x2
      Waterskins x1
      Healer kit
      Holy symbol (silver)
      Magnifying glass
      Musical instrument
      Ritual book x1
      Ritual components
Magic items:
Spoiler:
Code:
       Weapon:
       Weapon:
       Weapon:
       Weapon:
       Armor:
       Shield:
       Arms:
       Feet:
       Hands:
       Head:
       Neck:
       Ring:
       Ring:
       Waist:


Looks good to me.
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