Sellswords of Punjar
Dagobert the Luckless
Dwarf invoker with two left feet.
Dagobert the Luckless, level 2 Dwarf, Invoker Build: Malediction Invoker Divine Covenant: Covenant of Malediction Background: Dwarf – Outcast (+2 to Bluff)
FINAL ABILITY SCORES Str 10, Con 17, Dex 8, Int 14, Wis 18, Cha 11.
STARTING ABILITY SCORES Str 10, Con 15, Dex 8, Int 14, Wis 16, Cha 11.
AC: 17 Fort: 15 Reflex: 14 Will: 16
About Dagobert the Luckless
Mechanics – basic stuff AC – 17: Fort – 15: Ref – 14: Will – 16 HP – 31/31 Temp hp – 0 Bloodied – 15: Surges – 4/9: Surge value: 7 Init – -1 Passive Perception: 15 Passive Insight: 20 AP: 0 Exp: 1025
Racial features Proficient with hammers (which would be useful if he could be bothered to possess one) Cast iron stomach – +5 bonus to saving throws v poison effects Second wind is minor action Can move one less when forced to move Makes immediate save v being knocked prone
Powers and such Spoiler:
Build: Malediction Invoker Divine Covenant: Covenant of Malediction Background: Dwarf – Outcast (+2 to Bluff)
TRAINED SKILLS Arcana +8 Heal +10 History +8 Insight +10 Religion +8
UNTRAINED SKILLS Acrobatics -2 Athletics -1 Bluff +2 Diplomacy Dungeoneering +6 Endurance +4 Intimidate Nature +4 Perception +4 Stealth -2 Streetwise Thievery -2
FEATS Invoker: Ritual Caster Implement expertise (rod) – +1 to attack rolls with rod Divine Healer – cleric training in heal and Healer’s Lore
Channel Divinity powers: (one per encounter)
Rebuke Undead Close burst 5, each undead creature in burst 1d20+5 v Will Hit: 1d10+4 radiant, pushed 2 squares and dazed to end my next turn Miss: half damage
Maledictor’s Doom Minor Action Close burst 5, each enemy in burst (divine, fear) No roll Each enemy takes a -1 penalty to attack rolls and saving throws to the end of my next turn. Whenever a target is hit by a fear attack before the end of my next turn, they can be pushed one square as a free action.
Invoker at-will 1: Avenging Light Divine, Implement, Radiant Range 10. One Creature 1d20+5 v Fort 1d10+4 radiant damage. If a bloodied ally is adjacent to the target, attack deals an extra +3 damage (Con Mod)
Can be used as basic ranged attack
Invoker at-will 1: Hand of Radiance Divine, Implement, Radiant Ranged 10. 1, 2 or 3 creatures. 1d20+6 v Ref On hit, target takes 1d4+4 radiant
Invoker encounter 1: Whispers of Defeat Divine, Fear, Implement, Psychic Standard Action Close burst 5 Target: Each enemy in burst Attack: Wisdom vs. Will (1d20+5) Hit: Until the end of your next turn, the target takes a -2 penalty to attack rolls, and whenever the target misses with an attack, it takes 9 psychic damage. Covenant of Malediction: Add your Wisdom modifier to the psychic damage.
Invoker daily 1: Execration Divine, Implement Close burst 5. 1 or 2 creatures in burst 1d20+5 v Will On hit, targets take 1d8+4 damage and 10 ongoing (se). If only one creature is targeted, it takes 2d8+4 damage and ten ongoing. Miss – half damage and ongoing 5 (se) Effect – you take 5 ongoing (se)
Invoker Utility 2: Wall of Light Daily Minor Area wall 5 within 10 You conjure a wall of divine energy. The wall is one square high and lasts until the end of your next turn. While within the wall, an ally gains +1AC and each ally who starts their turn in the wall gains 5 temp hp. Sustain minor.
RITUALS Hand of Fate, Banish Vermin
Ritual book Rod Adventurer’s kit Chainmail rare herbs sanctified incense
Dagobert is not at home among dwarves. He doesn’t like them and it’s usually mutual. He deliberately cultivates a very personal anti-dwarf stance, which perversely means he knows an abnormal amount about dwarven customs and habits the better to insult them.
When he’s not pursuing his personal crusade to upset other dwarves, he’s busy scratching a living as a rat-catcher in Punjar. Life has got better for him since he learned the banish vermin ritual and he uses it on all possible occasions, both appropriate and inappropriate.
He can’t quite bring himself to shave off his beard entirely, but he’s close shaven. Generally a happy bloke apart from his little blind spot, he’s recently discovered that Shul moves in a mysterious way, her wonders to perform and has lead him to the path of the malediction invoker. It’s the perfect fit for a dwarf who often ends up tripping over his own feet and accidentally hurting his friends. This way at least he can make sure the right people suffer the effects of his awesome powers of destruction.