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Old 21st April 2009, 10:28 PM   #10 (permalink)
Tiali
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Join Date: Apr 2009
Location: Fargo ND
Posts: 116
Tiali Kobold Slinger (Lvl 1)
Sorry, I posted this in the OOC. Was redirected, to post it here instead.

No-Name Stonehand, "Slim" (Nickname)



Race - Dwarf (Male)
Class - Shaman (lvl 1, xp 0)
Alignment - Good
Diety - Moradin; He worships all the spirits of nature, but will pray to and honor any god or goddess that enhances the natural order of things.

Scores
Str 11 (0)
Dex 12 (1)
Con 16 (3) +2 racial bonus
Int 13 (1)
Wis 17 (3) +2 racial bonus
Cha 8 (-1)

Max HP 28, Bloodied 14
Healing surges 12 per day, heal 7 hp (10 when im near spirit companion) (10 for class, 2 for Durable feat)
Initiative = 1 (Dex)
Speed = 5 squares
Ac 13 = 10 base, 1 Int, 2 armor
Fort 13 = 10 base, 3 con
Ref 11 = 10 base, 1 int
Will 13 = 10 base, 3 wis

Senses - Low Light, Insight 13, Perception 18

Skills
Nature 8
Heal 8
Perception 8
Endurance 10 (+2 dwarf)
Dungeoneering 5 (+2 dwarf)

Languages
Common, Dwarven

Race Features
1. +5 to poison checks
2. can use second wind as minor action
3. Proficient with warhammer and thrown hammer
4. not encumbered by heavy load
5. -1 square to any effect that would force my character to move (bull rush) Can also make saving throw to avoid being moved to prone.

Feats
Durable: +2 healing surges per day

Class Features
1. Call Spirit Companion (Black Bear) burst 20 (Spirit can be dismissed if it takes 10 or more dmg in a 'single' swing, cannot be killed by two or more swings adding to 10+.) I take 5 damage if it is forcefully dismissed.
2. Healing Spirit: +1d6 to healing surge, usable on others
3. Speak with Spirits: Wisdom Bonus added to next check
4. Spirit Shield: If an enemy leaves a square next to Spirit, that enemy takes my Wis modifier in damage + 1 ally adjacent to Spirit gains my Wis mod in hp + my con mod for protector spirit ability - see below. (6 hp heal)
5. Protecting Spirit - Any ally adjacent to spirit is granted a +3 healing bonus to their second wind, or a +3 to healing for any of my abilities used on them. (My con mod is bonus: 3)

Powers
At Will: Protecting Strike: 1d8 + wis mod to target creature, all allies adjacent to Spirit get temporary hp (temp hp is my con mod, 3)
At Will: Watcher's Strike: 1d8 + Wis mod to target creature, allies adjacent to Spirit get +1 attack bonus and +5 perception until end of my next turn.
Encounter: Call to the Ancestral Warrior: 1d10 + wis mod to target creature, allies adjacent to Spirit, gain +2 to all defenses (AC, fort ref will) until end of my next turn.
Daily: Spirit of the Healing Flood: Burst 5: 1d8 + wis mod to all enemies within burst, until end of encounter each ally within burst gets regen 2 as long as they are bloodied. As minor action, ally can halt the regen to gain an instant 10 hp.

Items
Warhammer +3 attack, d10 + 0 (15gp)
Throwing hammer +4 attack, d6 + 0 (5gp x2)
Longspear +3 attack d10 + 0 (10gp)
Dagger +4 attack d4 + 0 (1gp)
Leather armor 2 ac (25g)
Standard adventurer's Kit (15g)
5 Common Meals (1g)
Totem (black bear) (5g)
82g spent, 18 remaining


Storyline:



In the Stonehand Clan, every dwarf must earn his name and inheritance. For a young dwarf of the Stonehand Clan, this meant climbing the mountain to pray to Moradin for one full Lunar Cycle. After a month of steadfast prayer, the dwarf would climb down the mountain with the Blessing of Moradin, he would then leave the clan for a period of five years to find his place in the world. Upon return the dwarf would relate all of his adventures to the elders and earn his name upon merit of his actions.

This dwarf was the second son of the Stonehand Clan shaman. His elder brother left on his adventure three years before to earn his inheritance and name.

After the end of his Lunar Prayers, noone came to get him. He remained on the mountain top for three days extra waiting for the dwarf that would take his place in the temple, and when noone came, he began to climb down.

Once he returned to the city, he found it completely demolished. Families dead in their homes, buildings destroyed, and friends lying in the streets. By the look of things, Giants had raided the small dwarven conclave during the night, and the dwarves were caught unprepared.'

He spent a full two weeks alone, burying each body that he could find, before the Autumn Merchant Caravan rolled in. The Merchants assissted in burying the remaining Stonehand Clanmembers. All members of the Stonehand Clan were buried with honor by this young dwarf and a handful of traveling merchants.
The merchants began calling this young dwarf Slim, due to his malnourished state and lack of proper name. Slim took a few things with him when he left, his fathers weapons, his traveling gear, and five days worth of rations. He left everything else, that wasnt taken by the giants, to the merchants in thanks for their help.
With his blessing of Moradin hanging around his neck; a totem made of bone, in the shape of a burly black bear standing on a rock (his spirit companion), Slim left with the merchants. He would continue the tradition left by his fathers, and he would make them proud.

Slim decided to leave the caravan in Amn and travel to Athkalta. He had heard that anything could be bought in Athkalta, and he intended to buy a courier. A courier that would send a message to his brother who travelled abroad.

Little did he know that this city of chaos would offer him more trouble than this short message was worth...


Please let me know if im missing anything. Thanks
__________________
Tiali (Pheonix7273@hotmail.com)

TO MY PLAYERS AND GMS: Due to unforseen circumstances, I will not be able to update my games for a while.

"Light a man a fire, and keep him warm for a day... Light a man on fire, and keep him warm for the rest of his life."


Last edited by Tiali; 21st April 2009 at 10:34 PM..
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