Gau leeoch

Gurdang's page

44 posts. Alias of ghettowedge.


Full Name

Gurdang

Race

Minotaur

Classes/Levels

Runepriest 1

Gender

M

Size

M

Age

18

Special Abilities

Ferocity; Heedless Charge; Goring Charge, Hunter's Quarry 1/encounter; Rune Master; Wrathful Hammer

Alignment

Unaligned

Deity

Dol Dorn

Languages

Common, Goblin

Strength 20
Dexterity 10
Constitution 15
Intelligence 8
Wisdom 13
Charisma 10

About Gurdang

Initiative: +0
AC: 17 Fort: 15 Ref: 10 Will: 14
HP: 27/27 Surges: 9/10 Surge Value: 6

BASIC ATTACKS
Melee - Warhammer +7 vs. AC; 1d10+6
Ranged - Javelin +7 vs. AC; 1d6+5

TRAINED SKILLS
Religion +4, Athletics +10, Endurance +7, Insight +6, Perception +8

UNTRAINED SKILLS
Acrobatics +0, Bluff +0, Diplomacy +0, Dungeoneering +1, Heal +1, Intimidate +0, Nature +5, Stealth +0, Thievery +0, Streetwise +0, History -1, Arcana -1

POWERS
Goring Charge - Minotaur Racial Power

Spoiler:
You charge the enemy and gore it with your horns.
Encounter
Standard Action - Melee 1
Effect: You charge and make the following attack in place of a basic melee attack.
Target: One creature
Attack: +9 vs. AC
Hit: 1d6+5 damage and you knock the target prone.

Rune of Mending - Runepriest Feature

Spoiler:
The healing rune flares with a cold blue fire as you trace it in the air. The rune then appears on your allies' armor.
Encounter (special) - Divine, Healing, Runic
Minor Action - Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge.
Rune of Destruction: You and each ally in the burst gain a +2 power bonus to damage rolls until the end of your next turn.
Rune of Protection: You and each ally in the burst gain a +1 power bonus to all defenses until the end of your next turn.
Special: You can use this power twice per encounter, but only once per round.

Word of Diminishment - Runepriest Attack 1

Spoiler:
Your weapon flares with golden energy as you invoke the rune of diminishment. That energy ripples forth as you strike your energy.
At Will - Divine, Runic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d10+6 damage
Rune of Destruction: Until the end of your next turn, the target has vulnerable 2 to all damage, but vulnerable 5 against opportunity attacks.
Rune of Protection: Until the end of your next turn, the target takes a -2 penalty to attack rolls.

Word of Exchange - Runepriest Attack 1

Spoiler:
The rune of exchange embodies the opposing forces contained within the divine rune alphabet. What one creature gains, another must lose.
At Will - Divine, Runic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d10+6 damage
Rune of Destruction: Before the end of your next turn, the next attack against the target from one of your allies deals 1 extra damage, and the ally gains 1 temporary hit point.
Rune of Protection: The target takes a -2 penalty to all defenses until the end of your next turn, and the next ally to hit the target before the end of your next turn gains a +1 power bonus to AC. The bonus lasts until the end of your next turn.

Flames of Purity - Runepriest Attack 1

Spoiler:
You strike the ground, marking it with the rune of purifying fire and causing divine flames to wash over your enemies.
Encounter - Divine, Fire, Healing, Runic, Weapon
Standard Action - Close Blast 3
Target: Each enemy in blast
Attack: +7 vs. AC
Hit: 1d10+6 fire damage
Rune of Destruction: Each ally in the blast gains a +3 power bonus to damage rolls until the end of your next turn.
Rune of Protection: Each ally in the blast regains 3 hit points.

Rune of the Undeniable Dawn - Runepriest Attack 1

Spoiler:
In the ancient days, the gods created a mighty rune to protect their astral domains against the primordials. You strike the rune into the ground, creating a consecrated space.
Daily - Divine, Radiant, Weapon, Zone
Standard Action - Close burst 3
Target: Each enemy in burst
Attack: +7 vs. AC
Hit: 1d10+6 radiant damage
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to all defenses while within the zone.
Sustain Minor: The zone persists.

FEATS
Level 1: Warrior of the Wild

BACKGROUND
Droaam - +2 Nature

EQUIPMENT
Scale Armor
Warhammer
Javelin x2
Adventurer's Kit (Backpack, Bedroll, Flint and steel, Belt pouch, Ten days rations, 50' hemp rope, 2 sunrods, Waterskin)
Holy Symbol of Dol Dorn
5 gp