Dwarf

Brunar Battlemender's page

323 posts. Alias of Anderlorn.


Classes/Levels

M, Mountain Dwarf(Baylor), Cleric of Yerina Silver Hand 3 | AC: 17 | HP: 26/26 | Dark Vision 60' | Pass Perc: 12 | Str +3, Dex +1, Con +2, Int +0, Wis +4(+6 Save), Cha +1(+3 Save), Advantage Poison | CH: 0 | Spells: 4/1 | INSP: 1 | EXP 1125/2700

Gender

**RETIRED 5th ED**

About Brunar Battlemender

Brunar Battlemender
Chaotic Good Male Mountain Dwarf (Baylor) Cleric of Yerina Silver Hand 3
Current Experience: 1125/2700
Initiative: +1
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Hit Points: 26 | [26] (3d8+6)
Condition: Normal
Armor Class: 17 (Scale + Shield)
Saving Throw Proficiencies: Wisdom, Charisma
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Speed: 25 feet
Melee: Battle Axe (Sl/Melee) +5, 1d8+3 (1d10+3)
Melee: Warhammer (Bl/Melee) +5, 1d8+3 (1d10+3)
Special Attacks:
. . Spell Casting +6, Varies, DC:14
. . Ring of Earth Elemental Command
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Str 17, Dex 12, Con 15, Int 11, Wis 18, Cha 13
Proficiency Bonus: +2 (Insight, Medicine, Persuasion, Religion)
Skill Proficiencies: Acrobatics +1, Animal Handling +4, Athletics +3, Deception +1, Insight +6, Intimidation +1, Medicine +6, Perception +4, Performance +1, Persuasion +3, Religion +2, Sleight of Hand (+1), Stealth (+1), Survival +4
Darkvision 60', Passive Perception: 14
Languages: Common, Dwarven, Celestial, Infernal
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FEATS
-None
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RACE FEATURES
Mountain Dwarf: Strength +2, Constitution: +2
-Speed 25': Your speed is not reduced by wearing heavy armor.
-Darkvision: 60'
-Dwarven Resilience: Poison Resistance
-Dwaven Combat Training: battleaxe, handaxe, light hammer, and warhammer.
-Dwarven Armor Training: light and medium armor
-Tool Proficiency: Smith's Tools
-Stonecunning: History check related to the origin of stonework
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CLASS FEATURES
-Cleric Armor: Light, Medium, Shields
-Cleric Weapons: Simple Weapons
-Cantrips
-Divine Spell Casting
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DIVINE DOMAIN (LIFE)
-Life Domain Bonus Feat - Heavy Armor
-Disciple of Life (Heal extra 2 + Level (3) = 5 hps)
-Channel Divinity (1x/Short Rest, USED with Kobold Children/Woman)
Preserve Life (heal up to 15 hps, divide among yourself/allies, w/in 30'), or
Turn Undead (Will SV DC:14 or flee)
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SPELLS
-Spell Slots: 4/3 (Level 3) | Expended:0/0
-Spells Prepared: 7/7 (All but Command and Sanctuary are prepared)
-Cantrips: Guidance (+d4 to ability roll), Sacred Flame (60', 1d8 Radiant), Spare the Dying (Stabilize Dying)
-Level 1: Bless (Life Domain), Cure Wounds (Life Domain)(Touch, 1d8+4+5), Detect Magic, Guiding Bolt (120', 4d6 Radiant), Healing Word (60', 1d4+4+5), Protection from Evil, Sanctuary
-Level 2: Lessor Restoration, Prayer of Healing (2d8+4+5), Protection from Poison, Spiritual Weapon
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BACKGROUND FEATURES
-Background: Acolyte of Yerina Silver Hand
-Skill Proficiencies: Insight, Religion
-Languages: Celestial, Infernal
-Feature: Shelter of the Faithful - As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
-Personality Trait: Very Optimistic - Nothing can shake my optimistic attitude.
-Ideal: Faith - I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
-Bond: We Are All Equal - Everything I do is for the common people.
-Flaw: Meticulous Clean Freak - Think Dori and Bilbo.
-Trinket: Cleaning Cloth
Yerina Silver Hand (Forgotten Realms Name - Sharindlar), Sister of Mevboll Golden Hand, is Goddess of healing, mercy, romantic love, fertility, dancing, courtship, the moon.

BRUNAR'S STORY

Brunar was born 51 years ago on the outskirts of the Capital City of Ar Toe on the Island of Balor. Like so many Dwarven children he was orphaned and the Church of Yerina took him in as a foster child. As he aged, he became an Acolyte of the church like many of Dwarven orphans do. Being a Mountain Dwarf, he was organized into the Order of the Axe which is the protection order of the Church of Yerina. The church was kept immaculate and serene since it was supposed to be place of healing, love, and peace so Brunar has not been in the field or had to worry about dirt other than to clean it out of the church. Once Brunar reached adulthood, the High Clergy saw it necessary to send Brunar out into the field since gaining expertise is slow in garrison and to spread the faith. Since this is Brunar's first major outing, this should be interesting as the party travels and combats undead. Prepare for the whine! Brunar is more like a mule than a Dwarf, "The darn thang will complain and whine like a mul', then kick like wun too!"

Mold this into background;

Your character has journeyed from the town of Cipenny to the Black Village (once called Apple Grove Village) a ruin that rests below the entrance to the Palace of the Vampire Queen. Your reason for coming is to rescue the daughter of the King, primarily but also to recover some treasure (there are rumors that a good deal of treasure is still to be found in the depths of the Palace) and many dwarves from around the kingdom have come to the Black Village in the past two weeks intent on the same mission, but it is not always easy to find a good sized group willing to go in together and those who head up the mountain alone are rarely ever seen again in these parts.

Your reason for searching for treasure is to raise money to improve the Temple of Yerina, which now is a small wooden building on the west side of Cipenny. The temple to Mevboll (the twin sister of Yerina) is on the east side of the town, and seems to always get more local attention and they are building a new bell tower).
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EQUIPMENT:

Weapons
-Battle Axe
-Warhammer

Armor
-Scale Armor
-Shield

Other Gear
-Divine Focus - Holy Symbol Amulet of Yerina Silver Hand (Given to Brunar as a gift)
-Ring of the Betrothed (Acts like a location beacon/health status) - right ring finger
-Common Clothing
-Vestments
-Backpack
--Blanket
--Collapsible 8' sturdy 4-person tent pole
--Light-wt WP Tarp (8' at center, covers 72 sqft, 8 lbs)
--(2) Pints of Lamp Oil
--Small Brass Lamp (Small Tent Reading Type)
--Tinderbox
--A censer
--(5) Packed Sacks of Deep Cavern Exploring Rations (spoil resistant, 2 days worth/bag)
--Waterskin
--(2) Clay Jars of Holy Water
--Prayer Book
--5 sticks of incense
--Healing Kit
--(1) Wrapped Blessed Candle (If the candle is burned during a long rest, all hit points recovered from using hit dice are counted as maximum rolled +1)
--Two Potions of Healing
--Pouch (7 gps)
--Trinket - An extra clean Cleaning Cloth of Auto Prestidigitation
--Ring of Earth Elemental Command

Equipment Total Wt: 84 lbs (Light, 85 lbs)

Acolyte Equipment: holy symbol (a gift to you when you entered the priesthood) (1 lb), a prayer book (5 lbs), 5 sticks of incense, vestments (Donned), a set of common clothes (Donned), and a pouch containing 15 gp at the time (1 lb)

Priest’s Pack (19 gp). Includes a backpack (2), a blanket (3), 10 candles (0), a tinderbox (1), an alms box (0), 2 blocks of incense (0), a censer (0), 2 days of rations (4), and a waterskin (5).

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Character Generation:

4d6 ⇒ (4, 6, 6, 6) = 22 (18)
4d6 ⇒ (1, 6, 1, 6) = 14 (13)
4d6 ⇒ (1, 4, 2, 5) = 12 (11)
4d6 ⇒ (4, 1, 4, 5) = 14 (13)

5d6 ⇒ (6, 5, 4, 1, 1) = 17 (15)
5d6 ⇒ (2, 4, 4, 4, 3) = 17 (12)

3d6 ⇒ (6, 3, 2) = 11 (110 gps)

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Level 2 Additions:

1. Add 1 spells memorized (6 total) and 1 spell slot (3 Total).
2. Cantrips remains the same
3. Spell Attack: +6
4. Spell Save DC: 14
5. Channel Divinity (Preserve Life (heal up to 10 hps, divide among yourself/allies, w/in 30'), Turn Undead (SV Will or flee)
6. Increase Disciple of Life +1 point per spell or +4 total.
7. Spells to Add: Protection from Evil
8. Skills (Acrobatics +1, Animal Handling +4, Athletics +3, Deception +1, Insight +6, Intimidation +1, Medicine +6, Perception +4, Performance +1, Persuasion +3, Religion +2, Sleight of Hand (?)(+1), Stealth (+1), Survival +4)
9. 7+2 Hit Points