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11:02, 27th April 2024 (GMT+0)

Beldal Anvilbreaker

https://docs.google.com/leaf?id=0B6jdIRvFfiCzY2UzYmRhOTMtNjdjZC00M2I0LTljZTEtNjBhMjYyYTc4MTcz&hl=en&authkey=CNjZjdkB

Beldal means "First Drinker"

Firstborn of the head of the Anvilbreaker clan, Beldal's future was decided.  He would inherit his father's smithy and most likely the clan's stout physique.  As the eldest, he was saddled with responsibility from early childhood, and the ring of the hammer and anvil was his daily music.  But the rhythm was familiar and well... boring, and even as much as he enjoyed making his family proud, he enjoyed sneaking off to drink ale with his friends.

He was able to control his bad habit well enough to be allowed into the city defense force where he was quickly promoted largely due to his family reputation.  During this time it wasn't too hard for him to win over the girl he fell in love with, and they were a celebrated couple.  His firstborn was a daughter whom he adored, soon followed by a son.

But on the night of a well-known Dwarven holiday he was stuck with guard duty.  Thinking he could get away with it, he slipped away, abandoning his post to drink with friends.  He awoke to a nightmare.  His city was under attack!  He joined the fight, and the city successfully repelled the invaders, but at a very steep cost.  His entire unit was lost, and his wife and children had died in the fire while he slept.  It was at his post where the invaders had broken through, but no one was left alive who knew that it was his fault that so many had died.  Only him.

Wracked with shame and rage, he left his home in search of a violent death in battle.  But instead he only grew stronger and more capable with each new war, until he finally gave up on the idea of an escape from himself and instead began to try and redeem himself with as many acts of heroism as he could.




The legend of the Anvilbreaker clan:
In the center of the family lodge rests an enormous broken anvil.  The story goes that many generations ago, an elderly legendary craftsman, hero, and giant among dwarfs was asked by his king to forge something worthy of being presented as an offering to Moradin.  They say the sound of his hammer could be heard throughout the city, ringing out for days, weeks, and months.  They say when the final blow was struck, the anvil broke with such a sound as could be heard throughout the entire nation.  That moment he breathed his last and carried his masterpiece with him to the Astral sea to present it to Moradin in person.  From that day on his descendants were known as the Anvilbreakers.



http://spreadsheets.google.com/ccc?key=0AqjdIRvFfiCzdC1ZZXhfYndfX1l6Qkp6SXIzTkI3N0E&hl=en

8 Initiative, Low-Light Vision, 15 Insight, 15 Perception 35 bloodied, 17 surge value, 9 surges/day [25 AC, 22 Fort, 19 Ref, 18 Will]
5 Speed, 71 max HP
Str 20(5) Con 14(2) Dex 10(0) Int 14(2) Wis 10(0) Cha 12(1)
5 Acrobatics, 7 Arcana, 16 Athletics, 6 Bluff, 11 Diplomacy, 7 Dungeoneering, 14 Endurance, 5 Heal, 7 History, 5 Insight, 11 Intimidate, 5 Nature, 5 Perception, 7 Religeon, 5 Stealth, 6 Streetwise, 5 Thievery; Languages: Common, Elven
Craghammer(standard; at-will) Weapon; Melee Weapon; 16vAC;  Hit: 1d10+10Brutal 2, versatile
Inspiring WordMinor Encounter (twice per encounter, but only once per round. Changes at lvl 16)Martial, HealingClose burst 5 (changes at lvl 11)The target can spend a healing surge and regain an additional 1d6 hit points.  Changes at lvl 11
Commander’s Strike(standard; at-will) Martial, WeaponAttack: An ally of your choice makes a melee basic attack against the targetHit: Ally’s basic attack damage + your Intelligence modifier.
Viper’s Strike(standard; at-will) Martial, Weapon16vAC Hit: 1W+10Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Myrmidon Formation(standard; encounter) Martial, WeaponRequirement: You must be using a shield.16vAC Hit: 2W+10Effect: At the start of your next turn, each ally adjacent to you gains 5 temporary hit points.
Bastion of Defense(standard; daily) Martial, Weapon16vAC Hit: 3W+10Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.  Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier.
Aid the Injured(minor; encounter) Healing, MartialMelee touchEffect: You or one ally can spend a healing surge.
Inspiring War Cry(standard; encounter) Martial, Weapon16vAC Hit: 2W+10Effect: One ally who can hear you and is within 5 squares of you makes a saving throw.
Stand the Fallen(standard; daily) Martial, Weapon16vAC Hit: 3W+10Effect: Each ally within 10 squares can spend a healing surge and regains additional hit points equal to your Charisma modifier.
Guileful Switch(minor; encounter) MartialPersonal Effect: You and one ally you can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his or her next turn immediately, even if he or she has already acted during this round. You then act when your ally would have acted.
Lion’s Roar(standard; encounter) Healing, Martial,WeaponClose burst 516vAC Hit: 2W+10Effect: You or one ally within 5 squares of you can spend a healing surge. Inspiring Presence: Your ally (but not you) gains additional hit points equal to your Charisma modifier.
White Raven Strike(standard; daily) Martial, Weapon16vAC Hit: 3W+10Effect: One or two allies within 10 squares gain 15 temporary hit points. If you dropped the target to 0 hit points or fewer with this attack, add your Charisma modifier to the temporary hit points your allies gain.
Defensive Rally(standard; daily) Healing, MartialClose burst 5, Each allyEffect: Each target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of your next turn.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.  Helm of Battle Property: You and each ally within 5 squares of you gain a +1 item bonus to initiative checks.
Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.
Finemail Tactician’s Armor +2 Property: When a power or class feature calls on your Intelligence modifier to determine a value other than your attack bonus, add 1 to that value. This does not change your Intelligence modifier for any other purpose.Battering Craghammer +3  Critical: None Power (Daily): Standard Action. Make a melee basic attack with this weapon against all enemies within a close blast 3.Cloak of Distortion +1 Property: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll. Helm of Battle Property: You and each ally within 5 squares of you gain a +1 item bonus to initiative checks.Throwing Shield Power (At-Will): Standard Action. Make an attack: Ranged 10; Strength + 2 vs. AC; on a hit, the target takes 1d8 + Strength modifier damage. The shield automatically returns to your grip after the attack.  Power (Daily): Free Action. Use this power after you hit a target with this shield’s ranged attack. The target is pushed 1 square.Gauntlets of Ogre Power Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks). Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.S.A.K., Climbing Kit, Tent, Gold: 533
Feats: Hammer Expertise, Dwarven Weapon Training, Saving Inspiration Prerequisite: Warlord Benefit: When you use inspiring word, you can forgo any extra dice of healing granted by the power to instead grant the target a saving throw., Bolstering Inspiration Prerequisites: Dwarf, warlord Benefit: When you use inspiring word on an adjacent ally, that ally either regains additional hit points equal to your Wisdom modifier or can make a saving throw., Tactical Assault [Warlord] Prerequisites: Warlord, Tactical Presence class feature Benefit: When an ally who can see you spends an action point to make an attack, the attack’s damage roll gains a bonus equal to your Intelligence modifier., Improved Tactics Prerequisites: Warlord, Tactical Presence class feature Benefit: Add 1 to the attack roll bonus granted by your Tactical Presence.,
BG benefit: Battle Smith