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About RulfAppearance and Manner
Spoiler:
Wild eyes and unkept hair, a fury supressed and ready to explode like a thunderstorm personified. Rulf is a passionate dwarf, a booming laugh and a protective nature, Rulf is a caring soul. He is stern and gruff on the exterior, but to those close he is gentle and caring. His shock of White messy hair and wild beard, make him a comical sight at times. His grey eyes are bright and peircing. Background
Spoiler:
Rulf recently came to Fallcrest with a zealous dwarf priest of Pelor named Grundelmar. Although his loud and opinionated manner conflicted with Rulfs own loud and opinionated beliefs and his overly pious preaching often got on Rulfs nerves, together they reestablished the House of the Sun, a temple dedicated to Pelor. The place also included shrines to both Kord and Bahamut.
Realising that the two of them would probably tear each other limb from limb before too long Rulf decided to go in search of adventure for a respite from all the chaos and danger around the church. Rulf is originally from Hammerfast, a dwarven hold cut from the rock of a deep vale in the Dawnforge Mountains. Hammerfast is the largest and wealthiest town in the region. The Trade Road runs through the citadel gates and continues eastward beyond the Dawnforge Mountains. Hammerfast is governed by a council of masters, each the leaders of one of the town’s powerful guilds. The current High Master is the leader of the merchant guild, a dwarf named Marsinda Goldspinner. The dwarves of Hammerfast look to their own first and don’t give away anything for free, but they are honest and industrious. XP : 3750
AC : 19
Initiative : +2
Passive insight 20
2nd Wind: available
Basic Attacks Spoiler:
Execution Axe: +7 vs AC, 1d12+5 damage
High Crit: A high crit weapon deals more damage
Brutal 2: Reroll the weapon damage die whenever the
Throwing hammer melee: +7 vs AC. , 1d6+5 damage Throwing hammer thrown: +7 vs AC, 1d6+5 damage, range 5/10 Feats Spoiler:
Level 1: Dwarven Weapon Training
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. Level 2: Student of Battle (Warlord Skill training: Intimidate)
Daily Inspiring Word (Warlord training) Available You call out to a wounded ally and offer inspiring words of courage
Healing, Martial
Effect: The target can spend a healing surge and
Level 4: Power of the Storm
Racial Abilities Spoiler:
low light vision
Skill Bonus: +2 Dungeoneering; +2 Endurance Cast-Iron Stomach: +5 racial bonus to Saving Throws Vs Poison. Dwarven Resilience: You can Use your Second Wind as a minor action instead of a standard action. Dwarven Weapon Training: You gain proficiency with the War Hammer and the throwing hammer. Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed affect you normally. Stand your Ground: When an effect forces you to move-through a pull, push, or slide--you can move 1 square less than the effect specifies. In addition when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone. Class Abilities Spoiler:
Healer's Lore: When you grant healing with one of your cleric powers with the Healing keyword, add your Wisdom modifier +3 to the hit points the recipient regains. Ritual Casting: Bonus feat Ritual Casting (Gentle Repose, and Comprehend Language) HEALING WORD Available: 2
Encounter (special) * Divine, Healing
CHANNEL DIVINITY: DIVINE FORTUNE available
Encounter * Divine
CHANNEL DIVINITY: TURN UNDEAD available
Encounter * Divine, Implement, Radiant
Attack: +7 (+8 at full hp) vs Will
Powers Spoiler:
At Will Powers
RIGHTEOUS BRAND
At-Will * Divine, weapon
Attack: +7 vs AC
. GAZE of DEFIANCE
At-Will * Divine, Implement, Psychic
Attack: +7 (+8 at full hp) vs Will
.
Encounter Power HEALING STRIKE available
Encounter * Divine, Healing, Radiant, Weapon
Attack: +7 vs AC
. HYMN OF RESURGENCE available
Encounter * Divine, Implement
Attack: +7 (+8 at full hp) vs Fort
.
Daily Power MOMENT of GLORY Available
Daily • Divine, Fear, Implement
Target: Each enemy in blast
. Utility Powers SHIELD of FAITH available
Daily * Divine
Effect: The targets gain a +2 power bonus to AC until the end of the encounter. Skills Spoiler:
1 Acrobatics
2 Arcana 4 Athletics 4 Bluff 4 Diplomacy 7 Dungeoneering 5 Endurance 10 Heal* 7 History* 10 Insight* 11 Intimidate* 5 Nature 5 Perception 7 Religion* 1 Stealth 4 Streetwise 1 Thievery * trained Money 120gp Equipment Exalted Chainmail +1 available Level: 5
Price: 1,000 gp
Symbol of Vigor +2Level: 7
Price: 2,600 gp
Cloak of Resistance +1 Level: 2
Price: 520gp
Ritual Book, Execution axe, Throwing hammer 2),
Rituals Gentle Repose (comp 10gp), Comprehend Language (comp 10gp), Explorers fire (comp 10gp), Purify water (comp 10gp), Endure elements (comp 20gp) (mainly so Rulf can handle travelling in the rain), Water walk (comp 20gp),Delay affliction (comp 50gp). 200gp in various components Hand Of Fate Scroll + tube |