Bragar Battlehammer    (Dwarf Male Cleric)
Character Information   
Name: Bragar Battlehammer XP/Next lvl: 65854 / 110001
Class: Cleric HP:curr/max 42 / 42
Alignment: NG AC:reg/rear/no shield 3 / 4 / 3
Race: Dwarf Level: 7
Age: 143 Height: 4'8'
Weight: 168 Gender: Male
Encumbrance: 500 Movement: 12
Languages: Dwarven, Common, Elven,
Ability Scores   
STR: 17 (+1tohit,+1 to damWeight Allow 500lbs, Open Doorsona1d6 1-3, Open Doors 13)
INT: 12 (languages 2)
WIS: 17 (+3 MAg attk Adj Bonus spells 2-1st, 2-2nd, 1-3rd, Can turn undead as a lvl 3 cleric)
DEX: 15 (-1 to AC)
CON: 15 (+1 HP, +4 on saves vs poisin, Syst Shk Surv 85, Resurect Surv 92)
CHR: 8 (3 Henchmen,-10 Loyalty Base React Adj -5)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 12 13 15 14

Notes: +4 on saves vs poisin, against attacks by magic wands, staves, rods and spells.

Description and Background   
Description:
Bragar has red hair with full beard down to his belly. He is 4'3' tall. html Pantheon-Haela Brightaxe CG Lady of the Fray, Luckmaiden, the Hard PORTFOLIO: Luck in battle, patron of dwarves who love to fight and who battle monsters, love of/joy of battle, dwarven monster kills, dwarven fighter adventurers ALIASES: None DOMAIN NAME: Brux/Findar Endar SUPERIOR: Moradin FOES: Abbathor, Beshaba, Deep Duerra, Laduguer, Urdlen, the goblinkin and evil giant pantheons SYMBOL: An unsheathed sword encircled by a flaming bolt (a two-ended spiral of flame) Haela Brightaxe (HUH-ae-la BRITE-ax) is the patron of dwarves who love the fray, who wander the surface lands (especially in the North), who face unknown dangers, and who battle monsters Although dwarves of all alignments venerate the Lady of the Fray, those Stout Folk of chaotic or neutral good alignment who love battle or exhibit berserker tendencies tend to actively embrace the worship of the Luckmaiden.

Background:
html Bragar was always wise, but boisterous. he always protected the weak and brought his wrath against those who preyed on the weak. What he lacked in brains you made up for in strength. At an early age, his parents; a shield maiden and a miner, sent him off to a private school where he became a cleric well educated in Dwarven knowledge and history. Upon graduation he was sent to a new school where he received one-on-one training about elven life, culture, language, and mannerisms. He was sent as a emissary for the Dwarves to keep the peace between the 2 nations.At this Braga sent out to Adventure and spread the word of his god Haela Brightaxe to face the unknown dangers and battle monsters as his god does.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Battle Axe 1/1 1d8/1d8 y n
Mace 1/1 1d6+1/1d6 y n
L Crossbow 1 1d8/1d8 n n 24 bolts
2 Daggers 1 1d4/1d3 n n
+1 bolts 1 / n n 10
+3 Mace 1/1 1d6+1/ y n
Equipment
Qty Item Location
3 Torches BP
1 Lg Backpack Back
1 50ft Rope
1 Flint and tinderbox BP
1 Chain mail armor Worn
2 Water Skins BP
1 10 days Rations BP
1 Lg Sack BP
1 Parchment paper with tube BP
1 Journal BP
2 Quills and ink BP
1 Cloak(Grey) Worn
1 Belt Pouch Worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
50 25 0 0 0
Magic Items
Qty Item Location
1 10 +1 bolts
1 Scroll of Protection from Magic
1 Brooch of Shielding Worn
1 Potion of Invisibility
1 +3 Mace
1 +1 Shortsword Worn
1 Ring of Water Walking Right hand
1 +2 Leather Armour BP
3 Potion of extra-healing (3/3) BP
3 Potion of extra-healing (3/3) BP
2 Potions from Madame Eva BP
1 +1 Shield Carried


Gems and Jewelry
Qty Item Location
1 Star Sapphire 1000 GP value Pouch
1 Emerald 600 GP value Pouch
2 Amber 100 GP value each Pouch
1 Coral 130 GP value Pouch
1 Garnet 110 GP value Pouch
1 Chrysoberyl 100 GP value Pouch
1 Golden Yellow Topaz 100 GP value Pouch
1 Alexandrite 100 GP value Pouch
2 Amethysts X1 500GP & x1 100GP Pouch
Memorized Spells


Level 1
Command
Cure Light Wounds
Cure Light Wounds
Light
PROTECTION FROM EVIL
Remove Fear

Level 2
Cleric-Silence 15' Radius
Find Traps
Find Traps
Find Traps
Find Traps
Hold Person
Spiratual Hammer

Level 3
Dispel Magic
Glyph of Warding
Remove Curse

Level 4
Cure Serious
Cure Serious


Spell Book


Level 1
Bless
Command
Create Water
Detect Evil
Detect Magic
Light
PROTECTION FROM EVIL
Purify food and water
Remove Fear
Resist Cold
Sanctuary

Level 2
Augury
Chant
DetectCharm
Find Traps
Hold Person
Resist Fire
Silence 15' radious
Slow Poisin
Snake Charm
Speak with Animals

Level 3
Animate Dead
Continual Light
Create food and water
Cure Blindness
Cure disease
Dispel Magic
Feign Death
Glyph of Warding
Locate Object
Prayer
Remove Curse
Speak with Dead

Level 4
Cure Serious
Detect Lie
Divination
Exorcise
Lower Water
Nutralize poisin
PROTECTION FROM EVIL 10'ft Radious
Speak with plants
Sticks to snakes
Tongues


Notes
Racial attributes
1) A bonus with regard to their saving throws (see COMBAT, Saving Throws) against attacks by magic wands, staves, rods and spells. This bonus is + 1 for every 3 points of constitution ability.

2) Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected Therefore, a11 dwarven characters make saving throws against poison in the same manner and with the same bonuses as they do against magical attacks from wands, staves, rods, and spells.

3) All dwarves are able to speak the following languages (q...): dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters are able to speak the 'common tongue' of all humankind. However, except for their alignment language (see ALIGNMENT), they are unable to learn more than two additional languages regardless of their intelligence ability.

4) Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60' in the dark noting varying degrees of heat radiation. This ability is known as 'infravision'.

5) Dwarves are miners of great skill. They are able to detect the following facts when within 10' or less of the particular phenomenon (except determination of approximate depth, which can be done at any distance):

Detect grade or slope in passage, upwards or downwards

Detect new construction 75 probability or passage/tunnel

Detect sliding or shifting walls or rooms 75 probability (d4, score 1-3)
66 2/3 probability(d6, score 1-4)

Detect traps involving pits, falling blocks and other stonework

Determine approximote depth underground 50 probability (d4, score 1-2 or
d6, score 1-3) 50 probability

Note that the dwarven character must be actively seeking to determine the phenomenon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden.

6) In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents' 'to hit' dice rolls because of the dwarves' small size and combat ability against these much bigger creatures.

7) Dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics.

Cleric Attributes
1)If wisdom ability is greater than 15, the character adds 10 to experience (9.v.) awarded to him or
her by the referee. He or she gains bonus spells from high wisdom, as well as a better chance to avoid the effects of certain magical attacks.

2) This class of character bears a certain resemblance to religious orders of knighthood of medieval times. The cleric has an eight-sided die (d8) per level to determine how many hit points (q.v.) he or she has. The cleric is dedicated to a deity, or deities, and at the same time a skilled combatant at arms.

3) the cleric is the ability to turn away (or actually command into service) the undead and less powerful demons and devils. The undead are: ghasts, ghosts, ghouls, liches, mummies, shadows, skeletons, spectres, wights, wroiths, vampires, and zombies. These creatures, as well as demons and devils.

4) If the cleric then clears the surrounding territory and humans dwell in this area, there will be a monthly revenue of 9 silver pieces per inhabitant from trade, taxation, and tithes.

5) When a cleric achieves 8th level (Patriarch or Matriarch) he or she automatically attracts followers if the cleric establishes a place of worship

6) Upon reaching 9th level (High Priest or High Priestess), the cleric has the option of constructing a religious stronghold. Construction will be only one-half the usual for such a place because of religious help.



Broach of Shielding
The Broach Absorbs damage from Magic Missles up to 101 HP of Damage.
Clerics of Haela Brightaxe
Not in Ravenloft- Only bonus is ability to use edge weapons in Ravenloft




clerics (including fighter/clerics), crusaders, and specialty priests (including fighter/specialty priests) of Haela receive religion (dwarven) and reading/writing (Dethek runes) as bonus non weapon proficiencies. Clerics of Haela can use any weapons, not just bludgeoning (wholly Type B) weapons. Clerics of Haela (as well as fighter/clerics) cannot turn undead before 7th level, but they always strike at +2 on all attack and damage rolls against undead creatures. At 7th level and above, clerics (including multiclassed clerics) can turn undead as other clerics do, but as a cleric of four levels less than their current level. These modifications apply only to the cleric class. Before the
Time of Troubles, the priesthood of Haela was all female; since then, some males have joined the clergy.