Dwarf Protecting Shaman


====== Created Using Wizards of the Coast D&DI Character Builder ======

Rintrah, level 1

Dwarf, Shaman

Build: Bear Shaman

Companion Spirit: Protector Spirit

FINAL ABILITY SCORES Str 13, Con 16, Dex 14, Int 10, Wis 18, Cha 8.

Starting Ability Scores Str 13, Con 14, Dex 14, Int 10, Wis 16, Cha 8.

AC: 16 Fort: 14 Reflex: 12 Will: 15 HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS Nature, Heal, Perception, Endurance.

FEATS 1: Armor Proficiency (Chainmail)

POWERS 1, At-Will: Haunting Spirits 1, Encounter: Twin Panthers 1, Daily: Spirit of the Healing Flood

ITEMS Adventurer’s Kit, Totem, Chainmail, Dagger (3) ====== Created Using Wizards of the Coast D&DI Character Builder ======


Rintrah a city dwarf, though he now lives in the almost-nowhere town of Duncastle. For most of his life, he helped run the family brewery started three generations ago by his grandmother, a famous adventurer, and his grandfather, and alchemist. But glory, honor, and other attributes of his sword- and spell-wielding ancestry were all but absent from Rintrah’s blood: he was a small-town brewer, who never did much more than pick up a pitchfork to help save some hops from marauding gophers.

One day, Rintrah sampled a contaminated brew, and despite his dwarven heritage, succumbed to its taint and slipped into unconsciousness, falling into the vast brewer’s kettle where he floated for three days. He should have died from the ensuing disease (or from drowning in the dwarven ale), but something kept him alive: he couldn’t stop dreaming of a bear spirit who protected him.

Now that he has from the illness, he’s back to work at the brewery, but keeps seeing the bear around—particularly when he’s drinking. Customers at the family bar note that he’s been having conversations with the shadows – about how he’s sick of telling them what’s right and wrong, he just wants to brew. But, he says, the bear saved his life, and he owes him one. He’s going to do what the bear says – just for one day, mind you – to repay the debt.

The next morning, Rintrah wakes up to find a set of muddy bear-prints in his bedroom. He follows them to the door, then to the back entrance of the brewery, down to the basement, and into the modest family vault. A crate that has been sealed all his life is open, and his great-grandmother’s chainmail, undisturbed for decades, lays on the floor in front of him. Annoyed, Rintrah puts it on, then follows the tracks outside, then to the town center. There, he sees a note that the caravan is hiring guards. Rintrah sighs and says to the bear, “Do I need to get a pitchfork or something?”


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