Kutholiam Vuere

Dagobert the Luckless's page

421 posts. Alias of Rev Rosey.


Full Name

Dagobert the Luckless

Race

Dwarf

Classes/Levels

Invoker 2

Gender

Male

Size

Medium

Age

25

Special Abilities

he should be so lucky ...

Alignment

Unaligned

Deity

Shul

Location

Punjar

Languages

Common, dwarven

Occupation

Rodent operative professional

Strength 10
Dexterity 8
Constitution 17
Intelligence 14
Wisdom 18
Charisma 11

About Dagobert the Luckless

Mechanics - basic stuff
AC - 17: Fort - 15: Ref - 14: Will - 16
HP - 13/31
AP: 1
Temp hp - 0
Bloodied - 15: Surges - 5/9: Surge value: 7
Init - -1
Passive Perception: 15
Passive Insight: 20

Exp: 1895

Racial features
Proficient with hammers (which would be useful if he could be bothered to possess one)
Cast iron stomach - +5 bonus to saving throws v poison effects
Second wind is minor action
Can move one less when forced to move
Makes immediate save v being knocked prone

Powers and such

Spoiler:

Build: Malediction Invoker
Divine Covenant: Covenant of Malediction
Background: Dwarf - Outcast (+2 to Bluff)

TRAINED SKILLS
Arcana +8
Heal +10
History +8
Insight +10
Religion +8

UNTRAINED SKILLS
Acrobatics -2
Athletics -1
Bluff +2
Diplomacy
Dungeoneering +6
Endurance +4
Intimidate
Nature +4
Perception +4
Stealth -2
Streetwise
Thievery -2

FEATS
Invoker: Ritual Caster
Implement expertise (rod) - +1 to attack rolls with rod
Divine Healer - cleric training in heal and Healer's Lore

POWERS

Channel Divinity powers: (one per encounter)

Rebuke Undead
Close burst 5, each undead creature in burst
1d20+6 v Will
Hit: 1d10+4 radiant, pushed 2 squares and dazed to end my next turn
Miss: half damage

Maledictor's Doom
Minor Action
Close burst 5, each enemy in burst (divine, fear)
No roll
Each enemy takes a -1 penalty to attack rolls and saving throws to the end of my next turn. Whenever a target is hit by a fear attack before the end of my next turn, they can be pushed one square as a free action.

Invoker at-will 1: Avenging Light
Divine, Implement, Radiant
Range 10. One Creature
1d20+6 v Fort
1d10+4 radiant damage.
If a bloodied ally is adjacent to the target, attack deals an extra +3 damage (Con Mod)

Can be used as basic ranged attack

Invoker at-will 1: Hand of Radiance
Divine, Implement, Radiant
Ranged 10. 1, 2 or 3 creatures.
1d20+6 v Ref
On hit, target takes 1d4+4 radiant

Invoker encounter 1: Whispers of Defeat
Divine, Fear, Implement, Psychic
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Will (1d20+6)
Hit: Until the end of your next turn, the target takes a -2 penalty to attack rolls, and whenever the target misses with an attack, it takes 9 psychic damage.
Covenant of Malediction: Add your Wisdom modifier to the psychic damage.

Invoker daily 1: Execration
Divine, Implement
Close burst 5. 1 or 2 creatures in burst
1d20+6 v Will
On hit, targets take 1d8+4 damage and 10 ongoing (se). If only one creature is targeted, it takes 2d8+4 damage and ten ongoing.
Miss - half damage and ongoing 5 (se)
Effect - you take 5 ongoing (se)

Invoker Utility 2: Wall of Light
Daily
Minor
Area wall 5 within 10
You conjure a wall of divine energy. The wall is one square high and lasts until the end of your next turn. While within the wall, an ally gains +1AC and each ally who starts their turn in the wall gains 5 temp hp.
Sustain minor.

RITUALS
Hand of Fate, Banish Vermin

Equipment

Spoiler:

Ritual book
Rod
Adventurer's kit
Chainmail
rare herbs
sanctified incense

21gp

About

Spoiler:

Dagobert is not at home among dwarves. He doesn’t like them and it’s usually mutual. He deliberately cultivates a very personal anti-dwarf stance, which perversely means he knows an abnormal amount about dwarven customs and habits the better to insult them.

When he’s not pursuing his personal crusade to upset other dwarves, he’s busy scratching a living as a rat-catcher in Punjar. Life has got better for him since he learned the banish vermin ritual and he uses it on all possible occasions, both appropriate and inappropriate.

He can’t quite bring himself to shave off his beard entirely, but he’s close shaven. Generally a happy bloke apart from his little blind spot, he’s recently discovered that Shul moves in a mysterious way, her wonders to perform and has lead him to the path of the malediction invoker. It’s the perfect fit for a dwarf who often ends up tripping over his own feet and accidentally hurting his friends. This way at least he can make sure the right people suffer the effects of his awesome powers of destruction.

Contingency actions

Spoiler:

Dagobert isn't good in melee. If he in a good position and can target most of the enemies, he'll start most fights by doling out Maldictor's Doom followed by Whispers of Defeat. Then he'll revert to Hand of Radiance and Avenging Light. Execration will be hurled at a solo or elite big bad. Wall of Light will be set up somewhere near the centre of melee so that heavies can take advantage of it.

Out of combat he'll witter about rats at every possible opportunity and infuriate Vandis. His Insight is good, so he'll nearly always try to use it to find out what the best course of action is. Arcana, Heal, History and Religion are his other trained skills and he's always happy to stop and have a think if it will help.