Ragnar

Cleric

Description:
Level 2 Dorf Cleric
Ragnar
+4
17
Strength
+4
16
Constitution
+1
10
Dexterity
+1
10
Intelligence
+3
15
Wisdom
+1
10
Charisma
HIT POINTS
Total
33
Bloodied
16
Surges
8
Value
10
SAVE MODIFIERS
Description.
+1
Initiative
1/2 lv: +1
5
Speed
SKILLS
+0
Acrobatics
+1
Arcana
+3
Athletics
+1
Bluff
+6
Diplomacy
+5
Dungeoneering
+5
Endurance
+3
Heal
+6
History
+8
Insight
+1
Intimidate
+3
Nature
+3
Perception
+6
Religion
+0
Stealth
+1
Streetwise
+0
Thievery
17
Armor Class
10 + 1/2 lv: +11
Armor: +6
14
Fortitude
10 + 1/2 lv: +11
Abil: 3
11
Reflex
10 + 1/2 lv: +11
15
Will
10 + 1/2 lv: +11
Abil: +2
Class: +2
RACE FEATURES
Dwarven Weapon Proficiency
Proficient with hammers
Cast-Iron Stomach
+5 bonus to saving throws against poison
Encumbered Speed
Armor or heavy load doesn’t reduce movement
Dwarven Resilience
Second wind is a minor action
Stand your ground
May move 1 less square when forced to move
CLASS FEATURES
Channel Divinity
Invoke a channel divinity class feature or other power; encounter
Healer’s Lore
Add wis modifier to hp healed on cleric healing powers
Healing Word
Use healing word as an encounter (special) power; minor action
Ritual Casting
Gain Ritual Casting as a bonus feat
FEATS
Ritual Caster
Master and perform rituals
Battle Cleric Armaments
Proficiency with light shields and one military weapon
Dwarven Weapon Training
+2 damage and proficiency with axes and hammers
BACKGROUNDS
Ancestral home lost
Clan’s ancestral home, the Krieg Mountains, conquered by orcs.
AT-WILL POWERS
Righteous Brand
Str vs. AC
1[w] + str mod (3), an ally within 5 squares gains a +3 power bonus to melee attack rolls against the target until the end of your next turn.
Maul: +6 attack, 2d6+5 dmg
Invigorating Assault
Str vs. AC
1[w] + str mod (3) damage. One ally adjacent to you gains temporary hp equal to wisdom modifier (2).
Maul: +6 attack, 2d6+5 damage
ENCOUNTER POWERS
Healing Word
May be used twice per encounter, once per round. At 16th level may be used 3 times per encounter. Target can spend a healing surge and regain an additional 1d6 hp.
Healing Strike
Str vs. AC
2[w] + str mod (3) radiant damage, target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
Maul: +6 attack, 4d6+5 dmg
DAILY POWERS
Shield of the Gods
Str vs. Ref
Close blast 3, each enemy in blast.
1[w] + str mod (3) force damage and you knock target prone.
Miss: half damage.
Your or an ally within 5 squares of you gains a +3 shield bonus to AC and Ref until the end of the encounter. As a minor action, you can transfer the bonus to yourself or a different ally within 5 squares of you.
Armor of Faith
Close burst 5.
One ally in burst.
The target gains a +4 power bonus to a defense of your choice until the end of the encounter.
ATTACKS
2d6+5
+6 vs AC
Maul Basic
EQUIPMENT
Item Name
Description
MONEY
Platinum
0
Gold
100
Silver
0
Copper
0
Bio:

Ragnar is not stranger to war – he’s been slaughtering orcs since he can remember, but his clan had been fighting them for millennia. In his early life, deep within the Krieg Mountains, he was an acolyte in service to Moradin – cleaning, keeping records, blessing the dead and newly born. Ragnar continued to serve Moradin and was ordained as soon as he reached adulthood. He was on the front lines for many years, supporting the dwarven warriors deep in the mines of the Krieg Mountains.

The orcs had been gaining ground steadily, albeit slowly, for decades, and for every warrior slain were 20 butchered orcs. The dwarves may have had centuries of experience and knowledge of the territory, but the orc horde was endless. The most fierce and lethal warriors had been slain. Many new heroes had been forged, but were too few to stem the tide of the orc horde. The dwarves were forced to leave their homes to be defiled by ungodly beasts.

The Krieg dwarves traveled south to a more hospitable climate and adopted a more tribal or shamanistic lifestyle than is typical of dwarves, but it has served them well. Ragnar took a liking to the road during this time, and decided he must leave after he and his Krieg brothers had established a new settlement. He blessed the settlement from a nearby hill, asking Moradin to protect his people one last time before he set out across the meadow.

He is a rather curious looking cleric, with as much leather and feathers as mail.

Ragnar

King-Tanner maxon