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Rated: E · Appendix · Other · #2234782
Dragonborn cleric wandering duelist background
Dragonborn clericMale Dragonborn Cleric
Level 1
Strength 13 (+1)
Constitution 18 (+4)
Dexterity 11 (+0)
Intelligence 11 (+0)
Wisdom 10 (+0)
Charisma 18 (+4)
Height: 6' 6"
Weight: 250 lb
Scales: Light
Eyes: Green
Hair: None
Maximum Hit Points: 30

Bloodied: 15
Surge Value: 11 [includes draconic heritage]
Surges / Day: 11 [includes constitution modifier]

Size: Medium
Speed: 6 squares
Vision: Low-light [dragonborn senses]

Initiative: 1d20 +0 = + 0 [dexterity]
Base Strength Attack: 1d20 +1 = + 1 [strength]
Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
Base Constitution Attack: 1d20 +4 = + 4 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +0 = + 0 [wisdom]
Base Charisma Attack: 1d20 +4 = + 4 [charisma]

Armor Class: 10 = 10
Fortitude Defense: 14 = 10 + 4 [constitution]
Reflex Defense: 10 = 10
Will Defense: 16 = 10 + 2 [cleric] + 4 [charisma]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.

Armor: None ("cloth")
Shield: None

Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus]
Quarterstaff: +3 vs AC [+1 strength attack] [+2 proficiency]; damage 1[W]=1d8+1 [strength bonus] 4 lb (Staff)
Dragon Breath +6 [base constitution attack + 2] vs reflex; damage1d6+4 [constitution]
Lance of Faith +0i [base wisdom attack] vs reflex
Priest's Shield +1w [base strength attack] vs AC
Cause Fear +0i [base wisdom attack] vs will
Avenging Flame +1w [base strength attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
130 lb.
260 lb.
650 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.

Languages: Common; Draconic;

Rituals Known:

Gentle Repose [Level 1]

Acrobatics: +0 = 0 [dexterity]
Arcana: +0 = 0 [intelligence]
Athletics: +1 = 1 [strength]
Bluff: +4 = 4 [charisma]
Diplomacy: +9 = 4 [charisma] +5 [class training]
Dungeoneering: +0 = 0 [wisdom]
Endurance: +4 = 4 [constitution]
Heal: +5 = 0 [wisdom] +5 [class training]
History: +2 = 0 [intelligence] + 2 [Dragonborn]
Insight: +5 = 0 [wisdom] +5 [class training]
Intimidate: +6 = 4 [charisma] + 2 [Dragonborn]
Nature: +0 = 0 [wisdom]
Perception: +2 = 0 [wisdom] + 1 [dragonborn senses]
Religion: +5 = 0 [intelligence] +5 [class training]
Stealth: +0 = 0 [dexterity]
Streetwise: +4 = 4 [charisma]
Thievery: +0 = 0 [dexterity]

Dragonborn Senses

Melee Basic Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +1 [base strength attack] vs fortitude [standard action]
Grab: +1 [base strength attack] vs reflex [standard action]
Move grabbed target: +1 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +1 [athletics] vs fortitude [move action]
Lance of Faith [Level 1]
Priest's Shield [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Dragon Breath, Acid [Dragonborn][minor action]
Channel Divinity
Divine Fortune [free action]
Healer's Mercy [DP]
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Cause Fear [Level 1]
Daily Powers:

Avenging Flame [Level 1]

+2 Charisma, +2 Strength or Constitution (already included; you chose Constitution.)
+2 History, +2 Intimidate
Dragonborn Fury (when bloodied, +1 on attacks)
Dragonborn Heritage (healing surge includes constitution bonus)
Dragon Breath
Channel Divinity -- Divine Fortune
Channel Divinity -- Healer's Mercy ("Divine Power"; replaces Turn Undead)
Healer's Lore (add your wisdom bonus to healing granted by a power) [see online revision]
Healing Word (target spends healing surge and gains an additional1d6 at level 1)
Ritual Casting [bonus feat, not listed above]


4 lb
2 lb
5 lb

1 lb
10 lb
10 lb
2 lb
4 lb
3 lb

41 lb Weapons / Armor / Shield (from above)
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Ritual book x1
Ritual components


Magic items:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about this character:

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