An Empire Forgotten
Character: Darlond Thurgrin
Player: Terran Casey
Level 12
Race: Dwarf; Alignment: Lawful Good
Class: Cleric
Paragon Path: Miracle Worker; Epic Destiny: N/A
Patron Deity/Religion: Dol Arrah; Action Points: 1
Age: 25; Sex: Male
Height: 4’6”; Weight: 190
Skin/Hair: Fair / Long Red; Eyes: Green
Size: Medium; Handedness: Right
Ability Scores
Strength 18 (+4), Constitution 15 (+2), Dexterity 10 (+0)
Intelligence 13 (+1), Wisdom 18 (+4), Charisma 16 (+3)
Hit Points: Max HP: 82, Bloodied: 41 (= ½ Max HP), Surge Value: 20 (= ¼ Max HP), Surges/Day: 9
Defenses: AC: 27, Fortitude: 22, Reflex: 20, Willpower: 24
Special Defenses: +5 to saving throws vs. Poison.
Speed: 5 squares; Initiative: +6
Skills: Acrobatics +6, Arcana +7, Athletics +10, Bluff +9, Diplomacy +14, Dungeoneering +12, Endurance +13, Heal +15, History +7, Insight +15, Intimidate +9, Nature +10, Perception +10, Religion +12, Stealth +6, Streetwise +9, Thievery +6
Passive Insight: 25 (= Insight +10); Passive Perception: 20 (= Perception +10)
Attacks: Crusader’s Warhammer +2 (+14 to hit / 1D10 +8 damage)
Feats: Ritual Casting, Armor Proficiency [Scale], Shield Proficiency [Light], Dwarven Weapon Training, Focused Expertise, Healer’s Implement, Battle Healer, Defensive Healing Word, Radiant Vessel.
Proficiencies: Cloth, Leather, Hide, Chain, and Scale Armor. Light Shield. Simple Melee and Ranged Weapons, Throwing Hammer, and Warhammer.
Equipment and Possessions: Dwarven Scale Armor +3, Crusader’s Warhammer +2, Healer’s Shield, Amulet of Protection +2, Elukian Clay Greatbow +3, Vicious Broadsword +1, Backpack, Bag of Holding, Hunter’s Flint, Everburning Torch, Everlasting Rations, Restful Bedroll, Climber’s Kit, Silk Rope (100 ft.), Fine Clothing, Fine Belt, Belt Pouch, Tent, Bottle of Wine: 4, Identification Papers with Portrait, Traveling Papers, Thieves’ Tools, 0 Silver, 3,200 Gold.
Mount: N/A.
Rituals: N/A.
Languages: Common, Dwarven.

Feats

Ritual Caster
Prerequisite: Trained in Arcana or Religion.
Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.

Armor Proficiency [Scale]
Prerequisites: Str 13, Con 13, training with chainmail
Benefit: You gain training with scale armor.

Shield Proficiency [Light]
Prerequisite: Str 13
Benefit: You gain proficiency with light shields.

Dwarven Weapon Training
Prerequisite: Dwarf
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.

Focused Expertise
Benefit: Choose a weapon that you can wield as an implement. You gain a +1 bonus to attack rolls with any implement or weapon power you use through that weapon. The bonus increases to +2 at 15th level and +3 at 25th level.
Special: You can take this feat more than once. Each time you take this feat, choose a different weapon that you can wield as an implement. This bonus is not cumulative with the one provided by Implement Expertise or Weapon Expertise.

Healer’s Implement
Prerequisite: Cleric
Benefit: When you grant healing with any of your cleric healing powers, add your holy symbol’s enhancement bonus to the hit points the recipient gains.

Battle Healer
Prerequisites: Cleric, healing word power
Benefit: When you use your healing word, you regain hit points equal to your Strength modifier.

Defensive Healing Word
Prerequisites: Cleric, healing word power
Benefit: When you use your healing word, the target also gains a power bonus to all defenses equal to your Charisma modifier against the next attack made against him or her.

Radiant Vessel
Prerequisites: 11th level, Cleric
Benefit: If you hit an enemy with a cleric attack power that has the radiant keyword, the next time you use healing word before the end of your next turn the target regains 2D6 additional hit points.

Racial Features

Low-light vision
You can see normally in areas of bright and dim light.

Dwarven Resilience
You can use your second wind as a minor action instead of a standard action.

Dwarven Weapon Proficiency
You gain proficiency with the throwing hammer and the warhammer.

Encumbered Speed
You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.

Stand Your Ground
When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.

In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.

Class Features

Channel Divinity
Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as turn undead and divine fortune. Some clerics learn other uses for this feature; for instance, the divinity feats in Chapter 6 grant characters with access to the Channel Divinity class feature the ability to use additional special powers.

Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.

Healer’s Lore
Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.

Healing Word
Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.

Ritual Casting
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10). You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.

Word of Life
When you use your healing word power, you roll D8s instead of D6s for the additional hit points restored.

Healing Action
When you spend an action point to use a divine healing power, each ally adjacent to you regains hit points equal to 1D6 + your Wisdom modifier. The hit points regained increase to 2D6 + Wisdom modifier at 21st level.

Powers

Elven Accuracy – Level 1 Encounter
Free Action, Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Nimble Strike – Level 1 At-Will, Martial, Weapon
Standard Action, Ranged Weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Twin Strike – Level 1 At-Will, Martial, Weapon
Standard Action, Melee or Ranged Weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.
Evasive Strike – Level 1 Encounter, Martial, Weapon
Standard Action, Melee or Ranged Weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
Hunter’s Bear Trap – Level 1 Daily, Martial, Weapon
Standard Action, Melee or Ranged Weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.
Yield Ground – Level 2 Encounter, Utility, Martial
Immediate Reaction, Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.
Disruptive Strike – Level 3 Encounter, Martial, Weapon
Immediate Interrupt, Melee or Ranged Weapon
Trigger: You or an ally is attacked by a creature
Target: The attacking creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.
Excruciating Shot – Level 5 Daily, Martial, Weapon
Standard Action, Ranged Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target is weakened (save ends).
Miss: Half damage, and the target is not weakened.
Weave Through the Fray – Level 6 Encounter, Martial
Immediate Interrupt, Personal
Trigger: An enemy moves adjacent to you
Effect: You can shift a number of squares equal to your Wisdom modifier.
Hawk’s Talon – Level 7 Encounter, Martial, Weapon
Standard Action, Melee or Ranged Weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). Gain a power bonus to this attack equal to your Wisdom modifier. Ignore any penalties from cover or concealment (but not superior cover or total concealment).
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
Attacks on the Run – Level 9 Daily, Martial, Weapon
Standard Action, Melee or Ranged Weapon
Target: One or two creatures
Attack: You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.
Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack.
Miss: Half damage per attack.
Undaunted Stride – Level 10 Daily, Utility, Martial, Stance
Minor Action, Personal
Effect: Your movement is not hindered by difficult terrain.
Combined Fire – Level 11 Encounter, Martial, Weapon
Immediate Reaction, Ranged Weapon
Trigger: An ally makes a ranged attack or an area attack
Target: One creature attacked by your ally
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.

History and Background
Work in progress.

Personality
Work in progress.

Description
Work in progress.