The Mad Priest

Rulf's page

163 posts. Alias of Bacchreus.


Full Name

Rulf Unterhein

Race

Dwarf

Classes/Levels

Cleric 4 (battle)

Gender

Male

Size

4'6", 200lb

Age

53

Alignment

Good

Deity

Kord

Location

Nentir Vale

Languages

Dwarven, Common

Strength 16
Dexterity 10
Constitution 14
Intelligence 11
Wisdom 17
Charisma 14

About Rulf

Appearance 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
HP : 41 Currently: 41, Temporary HP:0
Bloodied : 20
Surges : 9 Currently: 5
Surge Value : 10

AC : 19
Fort : 16
Reflex : 13
Will : 18

Initiative : +2
Speed : 5
Action Points : 1

Passive insight 20
Passive perception 15

2nd Wind: available
Use a healing surge and gain surge value in hit points and
+2 to all defenses till start of your next turn

Basic Attacks

Spoiler:
Execution Axe: +7 vs AC, 1d12+5 damage

High Crit: A high crit weapon deals more damage
when you score a critical hit with it. A critical hit
deals maximum weapon damage and an extra 1[W]

Brutal 2: Reroll the weapon damage die whenever the
value is equal to or lower than the brutal value.

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)
plus a warlord power daily

Daily Inspiring Word (Warlord training) Available

You call out to a wounded ally and offer inspiring words of courage
and determination that helps that ally heal.

Healing, Martial
Minor Action Close Burst 5
Target: You or one ally in burst

Effect: The target can spend a healing surge and
regain an additional 1d6 hit points.
The amount of additional hit points regained is
2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th
level, 5d6 at 21st level, and 6d6 at 26th level.
Unarmed: +1 attack

Level 4: Power of the Storm
Benefit: Gain +2 to intimidate and may change Righteous Brand to
thunder damage and keyword and when doing so increase its damage by +2

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
You whisper a brief prayer as divine light washes over your target,
helping to mend its wounds.

Encounter (special) * Divine, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close Burst 5
Target: You or 1 Ally
Effect: The target can Spend a healing surge and regain an additional 1d6 hit points.

CHANNEL DIVINITY: DIVINE FORTUNE available
In the face of peril, you hold true to your faith and receive a special boon.

Encounter * Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

CHANNEL DIVINITY: TURN UNDEAD available
You sear undead foes, push them back, and root them in place.

Encounter * Divine, Implement, Radiant
Standard Action Close burst 2
Target: Each undead in burst

Attack: +7 (+8 at full hp) vs Will
Hit: 1d10 + 5 radiant damage, and you push the target 4 squares.
The target is then immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.

Powers

Spoiler:
At Will Powers

RIGHTEOUS BRAND
You smite your foe with your weapon and brand it with a
ghostly, glowing symbol of your deity’s anger. By naming one of
your allies when the symbol appears, you add divine power to
that ally’s attacks against the branded foe.

At-Will * Divine, weapon
Standard Action, Melee Weapon
Target: One Creature

Attack: +7 vs AC
Hit: 1d12+5 damage or 1d12+7 thunder damage when keyword
changed to thunder and one ally within 5 squares of you gains a
+3 power bonus to melee attack rolls against the target
until the end of your next turn.

.

GAZE of DEFIANCE
With a fearless glare, you mark your foe as a target for allied attacks

At-Will * Divine, Implement, Psychic
Standard Action Ranged 5
Target: One Creature

Attack: +7 (+8 at full hp) vs Will
Hit: 1d8 + 5 Psychic damage, and your allies gain a +1 power
bonus to attack rolls against the target until the end of your next turn.
If the target attacks you before the end of your next turn,
the bonus increases to +3.

.
.

Encounter Power

HEALING STRIKE available
Divine radiance gleams from your weapon. When you smite your
enemy, your deity bestows a minor blessing in the form of healing
for you or one of your allies.

Encounter * Divine, Healing, Radiant, Weapon
Standard Action Melee Weapon
Target: One Creature

Attack: +7 vs AC
Hit: 2d12 + 5 radiant damage, and the target is marked until the
end of your next turn. In addition, you or one ally within 5 squares of
you can spend a healing surge.

.

HYMN OF RESURGENCE available
Your foes' resolve crumbles as your hymn bestows divine vigour on your allies

Encounter * Divine, Implement
Standard action
RANGE: Close burst 5
target each enemy in blast

Attack: +7 (+8 at full hp) vs Fort
Hit: The target takes a -2 penalty to all defenses.
When any ally hits the target before the end of
your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to
gain 5 temporary hit points or to make a saving
throw.

.
.

Daily Power

MOMENT of GLORY Available
You call down a brilliant column of light that drives your enemies
to the ground and bolsters your allies against harm.

Daily • Divine, Fear, Implement
Standard Action Close blast 5

Target: Each enemy in blast
Attack: +7 (+8 at full hp) vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all
damage until the end of your next turn.
Sustain Minor: The effect persists.
.

.

Utility Powers

SHIELD of FAITH available
A gleaming shield of divine energy appears over you, granting
you and nearby allies protection against attacks.

Daily * Divine
Standard Action Close Burst 5
Targets: You and each Ally in Burst

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
Clerics and warlords often seek out exalted armor because of its properties that improve their healing powers.

Price: 1,000 gp
Enhancement: +1 to AC
Power (Daily - Healing): Minor Action. Until the end of
your turn, each character healed by one of your encounter
powers or daily powers regains additional hit points equal
to 1d10 + 1.

Symbol of Vigor +2Level: 7
This symbol rewards your good health with divine might.

Price: 2,600 gp
Implement (Holy Symbol)
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d12 damage per plus while you’re at maximum hit points
Property: You gain a +1 bonus to attack rolls made using this holy symbol while you’re at maximum hit points.

Cloak of Resistance +1 Level: 2
This crimson-hemmed cloak can be activated to provide minor
resistance to all attacks.

Price: 520gp
Item Slot: Neck unavailable
Enhancement: +1 to Fortitude, Reflex, and Will
Power (Daily): Minor Action. Gain resist 5 to all damage
until the start of your next turn.

Ritual Book, Execution axe, Throwing hammer 2),
Adventurer's Kit

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

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