While he doesn't have the usual tragic backstory or anything terribly interesting, Ruthgar is as reliable as they come. Having studied religion and philosophy while training to be a Cleric, he follows the teachings of Torag. With his trusted Warhammer and confident in his ability to make the best out of a terrible situation, he roams the countryside. Helping those in need, healing the sick and offering aid to any adventurers that are in need of his clerical skills.
Male Human Cleric - 1
-Once Ruth'gar can go- Ruth'gar himself was surprised when the stone badgers erupted from the ground and started tearing into the pack of Goblins surrounding him. And pretty soon, all was chaos and panic around the shared cell. Annoying the bars were flexible and sturdy wood, so he couldn't simply break them open bare handed, nor could bend them apart enough for Shalelu to slip through to freedom. But, unable to simply sit on his hands and do nothing, he figured he could make the attempt to bend the wooden bars enough to at least pop them out of place. Dice Roll: STR check -> d100 - 3! Yay for Torag's godly strength! ...That I apparently summoned along with the badgers...
Male Human Cleric - 1
The Cleric seemed to be simply standing at the bars of the rolling cage, completely ignoring the horde of Goblins around him and the threat of the 'Howling Hole'. His weapons and gear were gone, having been left in only his armor, as had Shalelu. When they stopped in front of the pit, he decided to try his hand at a little trickery, to perhaps scare off the Goblins. Or at least make them hesitate. Standing in the middle of the cage, Rut'hgar seemed to be focusing on something, taking deep breaths with his head slumped down against his chest. His arms suddenly threw themselves outward and radiated a blast of white light from his body, speaking in an other worldly voice, "I am the Avatar for Torag! Free me, or you shall face the earth-trembling wrath of my deity!" Dice Roll: (Low Wizardy I'm going to guess for a simple illusion? 1d100 -> (41) And now I hope they are at least rattled ^^;
He's your standard Cleric, but also able to hold his own during front-line healing. Character for RotRL: Str: 60 Dex: 43 Logic: 58 Will: 61 Race: Human Body Points: 30 Damage Reduction: DR5 Initiative: Move: Cleric: 50% (Primary) Leader: 30% Spellcaster: 38% (1 level)(Secondary) Warrior: 30% Spells:
Equipment: Mace 1D+3, Ringmail (DR4), Shield (DR1), Longsword 2D+1 Gear: Backpack (2 gp) Survival Pack (10 gp) Descriptors: Generous, Critical, Good with animals, Hard on himself Moral Code: Selfless (Very), Honourable (Very), Kind (Totally) Focused (Very)
DM Oladon wrote:
DM Oladon:
The thing to know about Ruth'gar is that he isn't an atypical Cleric, he isn't a devout follower of his chosen deity. At times, he'll question his god, and wonder if what he, or Torag, is doing is the right way. Or the only way. Why he follows Torag is that he believes in a good plan, or three, and preparation. Along with strong steel to support said plan if words don't suffice.
As to why he's in Riddleport, he hitched a ride with a trader that has the city on his regular route. After finding out a good porting of his shipment may have gone bad through magic means, or even been laced with poison to make it rot faster, Ruth'gar agrees to go with him to his main source of trade goods to find out what happened. As well as help anyone who may have been affected by these 'rigged' goods and offer some comfort and healing if possible.
Sure thing. Was just markin' this thread and getting my character info together to present. Feats and Features:
Deity: Torag Domains: Protection and War Spontaneous Casting
Skills:
Appraise [2] Craft: Alchemy [6] Diplomacy [7] Heal [7] Kn: Religion [9] Linguistics [2] Profession: Herbalist [3] Sense Motive [3] Spellcraft [2] Combat:
HP: 9 Stats: STR 14/DEX 12/CON 12/INT 14/ WIS 16/CHAR 12 AC 17/Touch AC 11/Flat-Foot 14 Fortitude +4/Reflex +4/Willpower +6 Melee Mod +2/Ranged Mod +1/CMB +2/CMD +13 Hide Armor: +4 AC/+4 Max Dex/-2 Penalty Heavy Wooden Shield: +2 AC/-2 Penalty Warhammer: 1d8/Crit x3
Equipment:
Healer's Kit (10 uses) Backpack Waterskin Flint and Steel Wooden Holy Symbol Trail Rations (7 days0 Traveler's Outfit Sack x3 Bedroll Winter Blanket Glass Bottle x3 Special Abilities:
Resistant Touch: Grant ally +1 to all saving throws for 1 min./level Battle Rage: Grant ally bonus to melee damage equal to 1/2 current level for 1 round. Spells: Domain Spell: Magic Weapon Lv 0
Lv 1
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