Dead Man's Company
The Mead-Loving Cleric Who Drowns His Sorrows by Seeking Battle
|Strength: 14||Armor Class: 18|
|Constitution: 15||Fortitude: 13|
|Dexterity: 10||Reflex: 12|
|Intelligence: 8||Will: 17|
|Acrobatics: 0||Arcana: 0||Athletics: 2||Bluff: 3||Diplomacy: 8||Dungeoneering: 7|
|Endurance: 4||Heal: 10||History: 0||Insight: 10||Intimidate: 3||Nature: 5|
|Perception: 5||Religion: 5||Stealth: 0||Streetwise: 3||Thievery: 0|
|Lance of Faith: (Wisdom vs. Reflex) 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.|
|Sacred Flame: (Wisdom vs. Reflex) 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.|
|Healing Word: You can use this power twice per encounter, but only once per round. The target can spend a healing surge and regain an additional 1d6 hit points.|
|Healing Strike: (Strength vs. AC) 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.|
|Command: (Wisdom vs. Will) The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Charisma modifier.|
|Channel Divinity: Encounter Powers|
|You can use only one channel divinity power per encounter.|
|Kord’s Favor: You or the ally can spend a healing surge. Trigger: You or an ally within range scores a critical hit with a melee attack|
|Divine Fortune: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.|
|Turn Undead: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.|
|Beacon of Hope: The target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.|
|Armor of Faith: One ally gains a +4 power bonus to a defense of your choice until the end of the encounter.|
Thoradin Greybeard is a cleric who follows the god of storms and battle, Kord. He has adopted Kord’s lifestyle and wanders aimlessly like a storm never finding rest. He moves forward and will chop down any goblin, ogre, or foul beast that gets in his way, but this was not always the case.
Thoradin hails from a small unnamed village in the Underdark region, a region known for its darker inhabitants like illithid, duergar, and drow. Despite the dangers, his village prospered by keeping their numbers low to avoid attention and through the protection of their god Moradin, the Dwarffather.
Thoradin was a fervent follower of Moradin. In fact, his parents had derived his name from their beloved god, so it was only destiny that he should be so close to their god. He praised his savior constantly for the protection he gave them and for guidance in how to walk the path of justice. Thoradin prayed, listened, and became a tool through which his god could work through. He rose in the small community as the head cleric. Often times he would protect his town with his radiant powers whether it be blasting a threat or healing the injured.
Thoradin married Tace, the strongest female of the community who had more than once fended off a duergar assault almost single handedly. Together, they decided to start a family. She gave birth to a son, who they named Thorik. Life was amazing.
One day, a neighboring svirfneblin community needed a cleric to help heal them from an outbreak they were having. In the name of good, Thoradin left his town to answer the cry for help. The outbreak was rather serious, and it took Thoradin nearly two weeks to make sure the svirfneblins wouldn’t be threatened again. Having finished his quest, he returned home.
He never found home. When he returned, he discovered his townspeople slaughtered. From the discarded weaponry, it looked like the drow had finally decided to wipe out the town. His father, mother, and wife lay butchered in the house he had been raised in. Most of the houses were burnt out husks of what they used to be, no longer providing the shelter and warmth they used to. Thoradin searched for his son’s body, but could find no trace of him. Distraught, he did a body count of the corpses and came to the realization everyone besides the children had been killed. Thoradin wept.
While digging a grave for each villager, Thoradin questioned his faith. He could not understand how Moradin could allow such an atrocity happen to his people. What was justice and goodness? Everything he believed had been no use to him in the end. Perhaps, life was more of a battle. If god wouldn’t protect you, you would have to protect yourself. He could not stay in the Underdark anymore. Thoradin left his warhammer and holy symbols of Moradin behind in the ruins of his home and left in hopes of perhaps finding his son.
- Thoradin stands at a mighty 4’6”, but he’s willing to throw himself at any target, any size.
- His characteristic feature is his grey beard from which he gets his last name. Any dwarf would be proud to show off the fine beard he has.
- He looks like a typical dwarf you might see and you would never be able to guess he originally comes from a place as evil as the Underdark.
- Thoradin tends to drink a lot. He always has a laugh on his face, but thoughts of his dead family and missing son are never far aways.
- He speaks with a unique brogue accent because he hasn’t spoken with many above ground dwarves.
- He is always ready for a challenge or opportunity to put his life on the line in battle because he looks forward to the day when he might see his family again.