Druson

Lawful Good Dwarf Cleric

Description:

Male Dwarf Cleric Level 1 Lawful Good Representing Dan Hodge Strength 15 (+2) Constitution 20 (+5) Dexterity 13 (+1) Intelligence 8 (-1) Wisdom 19 (+4) Charisma 17 (+3) Height: 5’ 0” Weight: 200 lb Skin: Tan Eyes: Green Hair: White; Wavy; Thick Beard / Hirsute

Maximum Hit Points: 32 Bloodied: 16 Surge Value: 8 Surges / Day: 12 [includes constitution modifier]

Size: Medium Speed: 5 squares Vision: Low-light Initiative: 1d20 +5 = + 1 [dexterity] + 4 [improved initiative] Base Strength Attack: 1d20 +2 = + 2 [strength] Base Dexterity Attack: 1d20 +1 = + 1 [dexterity] Base Constitution Attack: 1d20 +5 = + 5 [constitution] Base Intelligence Attack: 1d20 -1 = -1 [intelligence] Base Wisdom Attack: 1d20 +4 = + 4 [wisdom] Base Charisma Attack: 1d20 +3 = + 3 [charisma] Armor Class: 16 = 10 + 6 [chainmail] Fortitude Defense: 15 = 10 + 5 [constitution] Reflex Defense: 11 = 10 + 1 [dexterity] Will Defense: 16 = 10 + 2 [cleric] + 4 [wisdom] Armor: Chainmail (40 lb)

Shield: None Attacks: Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus] Throwing hammers (x10): +4 vs AC +2 strength attack; damage 1[W]=1d6+2 [strength bonus] 2 lb (Hammer); usable off-hand; heavy throwable Thrown: range 5/10 Same as melee Warhammerv: +4 vs AC +2 strength attack; damage 1[W]=1d10+2 [strength bonus] 5 lb (Hammer) versatile Righteous Brand +2w [base strength attack] vs AC Sacred Flame +4i [base wisdom attack] vs reflex Cause Fear +4i [base wisdom attack] vs will Guardian of Faith +4i [base wisdom attack] vs fortitude v Versatile weapon. Add +1 to damage if using two-handed. w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc. i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc. Base Saving Throw: d20 vs 10 Encumberance 4e Normal Load: Heavy Load: Maximum Drag Load 150 lb. 300 lb. 750 lb. Encumberance 3.5 Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 66 lb. or less 67-133 lb. 134-200 lb. 200 lb. 400 lb. 1000 lb.

Languages: Common; Dwarven; Rituals Known: Animal Messenger [Level 1] Gentle Repose [Level 1] Skills: Acrobatics: +0 = 1 [dexterity] -1 [armor] Arcana: -1 = -1 [intelligence] Athletics: +1 = 2 [strength] -1 [armor] Bluff: +3 = 3 [charisma] Diplomacy: +8 = 3 [charisma] + 5 [class training] Dungeoneering: +6 = 4 [wisdom] + 2 [Dwarf] Endurance: +6 = 5 [constitution] + 2 [Dwarf] -1 [armor] Heal: +9 = 4 [wisdom] + 5 [class training] History: -1 = -1 [intelligence] Insight: +9 = 4 [wisdom] + 5 [class training] Intimidate: +3 = 3 [charisma] Nature: +4 = 4 [wisdom] Perception: +4 = 4 [wisdom] Religion: +4 = -1 [intelligence] + 5 [class training] Stealth: +0 = 1 [dexterity] -1 [armor] Streetwise: +3 = 3 [charisma] Thievery: +0 = 1 [dexterity] -1 [armor] Feats: Improved Initiative At-Will: Basic Melee Attack: By weapon, damage 1[W]+2 strength bonus Basic Ranged Attack: By weapon, damage 1[W]+1 dexterity bonus Bull Rush: +2 [base strength attack] vs fortitude [standard action] Grab: +2 [base strength attack] vs reflex [standard action] Move grabbed target: +2 [base strength attack] vs fortitude [standard action] Escape: +0 [acrobatics] vs reflex / +1 [athletics] vs fortitude [move action] Righteous Brand [Level 1] Sacred Flame [Level 1] Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics - fast escape; Bluff, Heal - first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics) Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception—active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight) Other Immediate Action: Readied action Other Opportunity Action: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception—passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check Encounter Powers: Second Wind [minor action for dwarf] Spend an Action Point [free action, not in surprise round] Channel Divinity Divine Fortune [free action] Healer’s Mercy [DP] Healing Word [minor action, 2x/encounter, maximum 1x/round] Cause Fear [Level 1] Daily Powers: Guardian of Faith [Level 1] Dwarf • +2 Constitution, +2 Wisdom (already included) • Cast-Iron Stomach (+5 saves vs poison) • Dwarven Resilience (second wind is minor rather than standard action) • Dwarven Weapon Proficiency (throwing hammer, warhammer) • Encumbered Speed • Stand your Ground (forced moves are 1 square less; immediate save vs. being knocked prone) Cleric • Channel Divinity—Divine Fortune • Channel Divinity—Healer’s Mercy (“Divine Power”; replaces Turn Undead) • Healer’s Lore (add your wisdom bonus to healing granted by a power) • Healing Word (target spends healing surge and gains an additional1d6 at level 1) • Ritual Casting [bonus feat, not listed above]

Druson’s Equipment: 65 lb 2 lb 5 lb 3 lb 5 lb

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143 lb Weapons / Armor / Shield (from above) Backpack Bedroll Blanket, winter x1 Block and tackle Bottle Candle Case (for map or scroll) Fishhook Fishing net Flint and steel Ink vial Ink pen Journeybread x10 Paper sheets x10 Parchment sheets x10 Pouch (belt) x5 Rations (1 day) x10 Rope (50’, hempen) x1 Sacks x1 Sealing wax Signet ring Sunrods x2 Tent Waterskins x1 Whetstone Healer kit Ritual book x1 Ritual components

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Bio:

Druson

Dungeon Delve Druson