Points of Light
Dwarven Cleric of Moradin
====== Created Using Wizards of the Coast D&DI Character Builder ====== Baldin Fireforge, level 8 Dwarf, Cleric Build: Battle Cleric
FINAL ABILITY SCORES Str 18, Con 14, Dex 11, Int 10, Wis 18, Cha 13.
STARTING ABILITY SCORES Str 16, Con 12, Dex 11, Int 10, Wis 14, Cha 13.
AC: 21 Fort: 20 Reflex: 16 Will: 22 HP: 61 Surges: 9 Surge Value: 15
TRAINED SKILLS Religion +9, History +9, Heal +15, Diplomacy +10
UNTRAINED SKILLS Acrobatics +3, Arcana +4, Bluff +5, Dungeoneering +10, Endurance +11, Insight +8, Intimidate +5, Nature +8, Perception +8, Stealth +3, Streetwise +5, Thievery +3, Athletics +7
FEATS Cleric: Ritual Caster Level 1: Weapon Proficiency (Maul) Level 2: Dwarven Weapon Training Level 4: Moradin’s Resolve Level 6: Soldier of the Faith (retrained to Shield the Fallen at Level 7) Level 8: Combat Medic
POWERS Cleric at-will 1: Priest’s Shield Cleric at-will 1: Sacred Flame Cleric encounter 1: Healing Strike Cleric daily 1: Avenging Flame Cleric utility 2: Shield of Faith Cleric encounter 3: Split the Sky Cleric daily 5: Weapon of the Gods Cleric utility 6: Divine Vigor Cleric encounter 7: Strengthen the Faithful
ITEMS Ritual Book, Holy Symbol, Adventurer’s Kit, Flaming Maul +2, Dwarven Chainmail +1, Cloak of Resistance +2, Bracers of Defense (heroic tier), Symbol of Battle +1, Potion of Healing (heroic tier) (5) RITUALS Gentle Repose, Brew Potion ====== Created Using Wizards of the Coast D&DI Character Builder ======
Baldin Fireforge was born in the city of Irongate on the northeast coast of the Azure sea. The city is located on a narrow isthmus of land what used to separate the kingdoms of Onnwal and Ahlissa. Long ago the city was a great walled city, extremely important for its strategic location as a shipping port and for the quality of weapon smiths it housed. Above ground, the city looked as a typical human city…but below ground existed an underground dwarven metropolis busy with the mining of ore and the making of exquisite weaponry. The above ground portion of the city was hit hard by the Savage Tide, for not even its great walls and gates could keep out the evil unleashed by the “tide”. Luckily, the subterranean dwarves were sparred and sealed the openings to their subterranean home to keep out the afflicted humans from above. Over several decades, the city of Irongate was retaken by the dwarves, who repaired its massive walls and gates and once again populated the above ground portions of the great city. However, gone are the days of Irongate as a major sea port, instead the city is a reclusive dwarven stronghold built to withstand armies of kingdoms long since gone…
Baldin’s early years were spent as a typical dwarf youngling, highly regimented days consisting of work and study. When he wasn’t learning the secrets of the earth or of the anvil and hammer, he was busy with military exercises and serving his clan. His talents were noted by the Fireforge clan elder and when it was time for Baldin to be trained in a profession, he was sent to the temple of Moradin to learn the ways of a cleric and to serve the Bearded One. Always more at home under the earth, than above it, Baldin would take the beauty of a subterranean chasm with glowing lichen, billowy mushrooms, and underground streams than the most splendid tropical oasis. However, that would not be his calling as the Elders of Ironforge have decided that they must branch out and once again establish relations with those around them in the interests of trade and economic prosperity; as such, what better representatives than priests of their most benevolent god Moradin?
So, with that Baldin boarded a great dwarven steamship and set out upon the Azure Sea, only to be dumped off several days later on a strange shore with the simple instructions of “Go…explore…make friends and may the Bearded Father be with you”. Being fiercely loyal and one to see any assignment to the bitter end, Baldin stepped off the ship and into the unknown as a diplomat and representative of Irongate to see what is left of civilization.