Market Patron

Quinn Quartzcutter's page

271 posts. Alias of TGZ101.


Full Name

Quinn Quartzcutter

Race

Dwarf

Classes/Levels

Cleric 3

Gender

Male

Size

Medium

Age

29

Special Abilities

He is a dwarf. Isn't that special enough?

Alignment

Lawful Good

Deity

Moradin

Languages

Common, Dwarven

Occupation

Priest

Strength 10
Dexterity 8
Constitution 14
Intelligence 12
Wisdom 18
Charisma 16

About Quinn Quartzcutter

HP: -8/36
Bloodied Value: 18
Surge Value: 9
Surges a Day: 8/9
Action Points: 1

Speed: 5
Initiative: +0

Passive Perception: 15
Passive Insight: 20

AC: 17
Fort: 14
Ref: 11
Will: 17

Basic Melee: +3 (warhammer), 1d10 or 1d10+1 (two-handed)
Basic Ranged: +3 (throwing hammer), 5/10, 1d6

Feats: Implement Expertise (holy symbol) +1 to attack rolls with holy symbols
Defensive Healing Word (Bonus to recipient's defenses when you use healing word)

Racial Features:
Cast-Iron Stomach (+5 on saving throws vs. poison)
Dwarven Resilience (Use second wind as minor action)
Dwarven Weapon Proficiency (warhammer and throwing hammers)
Encumbered Speed (Move normally despite heavy armor)
Stand Your Ground (Reduce forced movement by 1, always save versus falling prone)

Class Features:
Channel Divinity (Encounter Powers, only one per encounter)

  • Divine Fortune: (Encounter/Free) You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

  • Turn Undead: (Encounter/Standard) Close burst 2; +7 vs. Will; Hit: 1d10+5 radiant damage and you push the target 4 squares. The target is immobilized until the end of your next turn; Miss: Half damage, and the target is not pushed or immobilized.

  • Healing Word: (Encounter/Minor); Close Burst 5; Target you or one ally; Target can spend a healing surge and an additional 1d6+4 hit points

Healer's Lore (Add Wisdom bonus to all hitpoints healed from powers)
Healing Word (Encounter Power, see below)
Ritual Casting
Spoiler:
Gentle Repose, Tenser's Floating Disc

Skills:

  • Acrobatics -1
  • Arcana +2
  • Athletics +0
  • Bluff +4
  • Diplomacy +9
  • Dungeoneering +7
  • Endurance +4
  • Heal +10
  • History +2
  • Insight +10
  • Intimidate +4
  • Nature +5
  • Perception +5
  • Religion +7
  • Stealth -1
  • Streetwise +4
  • Thievery -1

Powers:
Astral Seal: (At-Will/Standard) Ranged 5; +9 vs. Reflex, until end of next turn target takes -2 penalty to defenses. Next ally to hit target before end of next turn regains 9 hit points.

Sacred Flame: (At-Will/Standard) Ranged 5; +7 vs. Reflex, 1d6+5 radiant damage and one ally you can see chooses to gain either 4 temporary hit point or make a saving throw.

Divine Glow: (Encounter/Standard) Close blast 3; +7 vs. Reflex, 1d8+5 radiant damage; Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Hymn of Resurgence: (Encounter/Standard) Close blast 5; +7 vs. Fort, target takes -2 to all defenses. When an ally hits the target before the end of your next turn it is knocked prone. Effect: Each ally in burst gains 5 temporary hit points or makes a saving throw.

Return from Death's Door: (Daily/Immediate Interrupt) Ranged 20; Trigger: An ally within 20 squares of you fails a death save. Target: The triggering ally. Effect: The target succeeds on the death saving throw and can spend a healing surge.

Moment of Glory: (Daily/Standard) Close blast 5; +7 vs. Will; Hit: You push the target 3 squares and knock it prone. Effect: You and each ally in blast gain resist 5 to all damage until the end of your next turn. Sustain Minor: The effect persists.

Equipment:

Spoiler:

Chainmail
Warhammer
Throwing Hammers (2)
Backpack
Bedroll
Flint and steel
Belt pouch
Trail Rations (9 days)
Hempen rope (50 ft.)
Sunrods (2)
Waterskin

Weight: 81 lbs.

Magic Equipment:
+1 Symbol of Battle (Platinum Dragon) Level 5
Implement (Holy Symbol)
Enhancement: +1
Critical: +1d8 damage
Power (Daily): Free Action. Use this power when you hit with an attack using this holy symbol. Deal an extra 1d10 damage.

Wealth:
51gp
31sp
6cp

Experience Points:
2647