Dwarf Cleric and smiter of evil alters
4’ 4" in height, weight 170 (On the thin side for a dwarf)
Follower of Moradin
Stand Your Ground
Dwarven Resilience (Second Wind = Minor Action)
Cast Iron Stomach +5 bonus to saving throws vs poison
Lance of Faith – Sacred Flame – Healing Strike – Split the Sky – Strengthen the Faithful – Beacon of Hope – Consecrated Ground – Immediate Reaction(impl) – Daily Healing(bp) – Divine Power – Cure Light Wounds – Cure [for] Serious Wounds
Arcana, Endurance, Heal, Insight, Religion, Stealth
Mace of the Ogre King = Skull Totem Level 2 Elaborate traceries cover this large humanoid skull. It has two horns, though one is broken off at the base. The skull is bound to a leather-wrapped haft, giving the object the shape and appearance of a mace. Lvl 2 +1 520 gp Weapon: Mace Enhancement: Attack rolls and damage rolls Critical: +1d6 damage Property: Your attacks with this weapon against a creature larger than you have an additional +1 bonus to damage rolls.
Symbol of Hope Level 3+ The power of your faith makes it easier for allies to recover from debilitating effects. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Implement (Holy Symbol) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily): Immediate Reaction. You can use this power when you or an ally within 5 squares of you is hit by an effect that a save can end. You or the ally gains a +5 power bonus to saving throws against the effect. +1 to attack and damage rolls
Dwarven Armor Level 2+ Crafted by the finest dwarf armorsmiths, this armor was once only available to dwarves, though now some armorsmiths will create a set for whoever can pay the price. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Armor: Chain, Scale, Plate Enhancement: AC Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus. Power (Daily ? Healing): Free Action. Regain hit points as if you had spent a healing surge.
72 HP (36 bloodied, 9 surges)
Comprehend Language (I have mats)
Phantom Steed (I have mats)
The Biography section contains items that I would have mentioned at some point to everyone in the party.
Gvelz was born in Kaladim, a dwarven mining town where his parents owned a shop. It catered mainly to adventurering folk and they were known to share their stories with Gvelz as they passed through.
Gvelz’s father G’zen had been an adventurer before turning to the fine art of the sales pitch. G’zen’s final mission was to help his wizard friend and fellow party member recover an artifact, but it got ugly. The wizard was no friend, and ran off with the artifact. This wizard has been plotting against the gods for what happened to his sister. He’s trying to put together a weapon of some kind to use against them.
Brimelda Stonecutter nearly became Gvelz’s fiance, if it hadn’t been for the city guards hauling her off. On the night of his 22nd birthday they were enjoying a moonlight dance and a nearby wedding was just finishing, when the city guards came up to take Brimelda away. She put up quite a struggle, it took 4 of them to subdue her. Her parents didn’t want her to marry a merchants son. But Gvelz knows it was more than just that. Brimelda’s father has a vendetta against his house for something that happened in the past.
Gvelz began to adventure with the people he met the night Brimelda was taken away. Jilly became his teacher and he learned the ways of being a cleric through her wisdom. One day they had to stop at a farm house to rest. They checked the area and set up a lookout. At midnight the place was over run by undead farmers and he helped Jilly escape but they became seperated and he hasn’t heard from her since.