Mathew_Freeman
Adventurer
Well, my Dwarven Cleric has it easy if we're starting in a Dwarven City!
If the Dwarves haven't been interacting with the outside world, I would like him to be a young and forthright advocate that they should start doing so. He has been speaking up in Dwarven Social Circles, saying that the Dwarves must see the outside world as an opportunity, rather than a threat. There are terrible dangers, of course, but only in overcoming them can we truly come into Moradin's Grace. I would imagine that this is causing a lot of debate amongst more traiditional Dwarves, with some of the other younger elements agreeing with him.
It would be fantastic if he had a Mentor of some sort that was supporting him.
For the moment, of course, Arawn's spirit can't get anywhere near him (what with the Dwarven defences and everything) so we'll have to wait until Brackan gets outside the city before we bring him in.
How does that sound?
Here's the character sheet, too:
[sblock=Brackan, Dwarf Cleric]Brackan Anvilheart
Level 1, Lawful Good
[sblock=attributes]Str: 13 (+1)
Con: 16 (+3)
Dex: 10 (+0)
Int: 11 (+0)
Wis: 18 (+4)
Cha: 12 (+1)[/sblock]
[sblock=Defenses]AC: 17 = 10 (level) + 6 (armour) + 1 (shield)
Fort: 13 = 10 (level) + 3 (Con)
Ref: 11 = 10 (level) + 0 (Dex) +1 (shield)
Will: 16 = 10 (level) + 4 (Wis) + 2 (class)
Init: 0
Spd: 5
Hit Points: 28 Bloodied: 14
Healing Surge: 9 Per Day: 10[/sblock]
[sblock=Feats & Skills]Feats:
Ritual Casting, Light Shield Proficiency
Skills:
Passive Insight 14 = 10 (level) + 4 (Wis)
Passive Perception 14 = 10 (level) + 4 (Wis)
Arcana +5 = 0 (level) + 0 (Int) + 5 (trained)
Diplomacy +6 = 0 (level) + 1 (Cha) + 5 (trained)
Dungeoneering +6 = 0 (level) + 2 (racial) + 4 (Wis)
Endurance +5 = 0 (level) + 2 (racial) + 3 (Con)
Heal +9 = 0 (level) + 4 (Wis) + 5 (trained)
Religion +9 = 0 (level) + 4 (Wis) + 5 (trained)[/sblock]
[sblock=Race and Class Features]Cast Iron Stomach (+5 vs Poison)
Dwarven Resilience (use second wind as a minor action)
Enucmbered Speed (armour doesn't reduce speed)
Stand Your Ground (move 1 less square when pushed, pulled or slid. Get save to avoid going prone)
Dwarven weapons: Warhammer & throwing hammer
Languages: Common, Dwarven
Armour: Cloth, Leather, Hide, Chainmail
Weapon: Simple melee, simple ranged
Channel Divinity:
Divine Fortune (free action, +1 to attack roll or saving throw before the end of my next turn)
Turn Undead (close burst 2, +4 vs Will, 1d10+4 radiant & push 4 & immobilized until end of my next turn. Miss: Half damage, target is not pushed or immobilized)
Healer's Lore (+4 bonus to all powers with the healing keyword)
Healing Word (range 5, heal 1d6 +4 + surge value, 2/encounter)
Ritual Casting[/sblock]
[sblock=Prayers & Basic attack]Basic melee attack:
+3 vs AC, 1d10+1, crit 11
[sblock=At-will]Lance of Faith +4 vs Reflex, Ranged 5, 1d8 +4 radiant damage & one ally you can see gains +2 power bonus their next attack roll agains the target
Sacred Flame +4 vs Reflex, Ranged 5, 1d6 +4 radiant damage & one ally you can see either gains 1 temp hp or can make a saving throw[/sblock]
[sblock=Encounter]Divine Glow +4 vs Reflex, close blast 3, 1d8 +4 radiant. Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.[/sblock]
[sblock=Daily]Cascade of Light +4 vs Will, ranged 10, 3d8 +4 radiant damage & target gains vulnerability 5 to my attacks. Miss: half damage & no vulnerability[/sblock][/sblock]
[sblock=Equipment]Chainmail, Light Shield, Warhammer, Adventurer's Kit[/sblock][/sblock]
If the Dwarves haven't been interacting with the outside world, I would like him to be a young and forthright advocate that they should start doing so. He has been speaking up in Dwarven Social Circles, saying that the Dwarves must see the outside world as an opportunity, rather than a threat. There are terrible dangers, of course, but only in overcoming them can we truly come into Moradin's Grace. I would imagine that this is causing a lot of debate amongst more traiditional Dwarves, with some of the other younger elements agreeing with him.
It would be fantastic if he had a Mentor of some sort that was supporting him.
For the moment, of course, Arawn's spirit can't get anywhere near him (what with the Dwarven defences and everything) so we'll have to wait until Brackan gets outside the city before we bring him in.
How does that sound?
Here's the character sheet, too:
[sblock=Brackan, Dwarf Cleric]Brackan Anvilheart
Level 1, Lawful Good
[sblock=attributes]Str: 13 (+1)
Con: 16 (+3)
Dex: 10 (+0)
Int: 11 (+0)
Wis: 18 (+4)
Cha: 12 (+1)[/sblock]
[sblock=Defenses]AC: 17 = 10 (level) + 6 (armour) + 1 (shield)
Fort: 13 = 10 (level) + 3 (Con)
Ref: 11 = 10 (level) + 0 (Dex) +1 (shield)
Will: 16 = 10 (level) + 4 (Wis) + 2 (class)
Init: 0
Spd: 5
Hit Points: 28 Bloodied: 14
Healing Surge: 9 Per Day: 10[/sblock]
[sblock=Feats & Skills]Feats:
Ritual Casting, Light Shield Proficiency
Skills:
Passive Insight 14 = 10 (level) + 4 (Wis)
Passive Perception 14 = 10 (level) + 4 (Wis)
Arcana +5 = 0 (level) + 0 (Int) + 5 (trained)
Diplomacy +6 = 0 (level) + 1 (Cha) + 5 (trained)
Dungeoneering +6 = 0 (level) + 2 (racial) + 4 (Wis)
Endurance +5 = 0 (level) + 2 (racial) + 3 (Con)
Heal +9 = 0 (level) + 4 (Wis) + 5 (trained)
Religion +9 = 0 (level) + 4 (Wis) + 5 (trained)[/sblock]
[sblock=Race and Class Features]Cast Iron Stomach (+5 vs Poison)
Dwarven Resilience (use second wind as a minor action)
Enucmbered Speed (armour doesn't reduce speed)
Stand Your Ground (move 1 less square when pushed, pulled or slid. Get save to avoid going prone)
Dwarven weapons: Warhammer & throwing hammer
Languages: Common, Dwarven
Armour: Cloth, Leather, Hide, Chainmail
Weapon: Simple melee, simple ranged
Channel Divinity:
Divine Fortune (free action, +1 to attack roll or saving throw before the end of my next turn)
Turn Undead (close burst 2, +4 vs Will, 1d10+4 radiant & push 4 & immobilized until end of my next turn. Miss: Half damage, target is not pushed or immobilized)
Healer's Lore (+4 bonus to all powers with the healing keyword)
Healing Word (range 5, heal 1d6 +4 + surge value, 2/encounter)
Ritual Casting[/sblock]
[sblock=Prayers & Basic attack]Basic melee attack:
+3 vs AC, 1d10+1, crit 11
[sblock=At-will]Lance of Faith +4 vs Reflex, Ranged 5, 1d8 +4 radiant damage & one ally you can see gains +2 power bonus their next attack roll agains the target
Sacred Flame +4 vs Reflex, Ranged 5, 1d6 +4 radiant damage & one ally you can see either gains 1 temp hp or can make a saving throw[/sblock]
[sblock=Encounter]Divine Glow +4 vs Reflex, close blast 3, 1d8 +4 radiant. Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.[/sblock]
[sblock=Daily]Cascade of Light +4 vs Will, ranged 10, 3d8 +4 radiant damage & target gains vulnerability 5 to my attacks. Miss: half damage & no vulnerability[/sblock][/sblock]
[sblock=Equipment]Chainmail, Light Shield, Warhammer, Adventurer's Kit[/sblock][/sblock]