Önundr Tyggrason

Somewhat less attractive Dwarf with a mustache and clean-shaven chin. The sparkle of mischief is still in his eyes, but they've been replaced by something a little more serious. He never misses a chance to talk about Hrumnir or a chance to have a good dr

Description:

Info
Name: Önundr Tyggrason Alignment: Chaotic Good Deity: Hrumnir
Race: Dwarf Size: Medium Age: 23 Gender: Male Height: 4’8” Weight: 199
Background: Birth – Omen Languages: Common, Dwarven, Neheshi
Class: Invoker Level: 5 XP: 6,930 Company: The Adamant Claws
Paragon Path: N/A Epic Destiny: N/A

Stats
STR: 9 (-1) AC: 19 Max HP: 42 Acrobat: 1 Endurance: 7 Perception: 6
CON: 16 (+3) FORT: 16 Bloodied: 21 $Arcana: 11 Heal: 6 $Religion: 9
DEX: 10 (+0) REF: 15 Surge Value: 10 Athletics: 0 History: 4 Stealth: 1
INT: 15 (+2) WILL: 17 Surges/Day: 9 Bluff: 3 $Insight: 11 Streetwise: 3
WIS: 19 (+4) Initiative: +2 Passive Insight: 21 $Diplomacy: 8 Intimidate: 3 Thievery: 1
CHA: 12 (+1) Speed: 5 Passive Perception: 16 Dungeoneering: 8 Nature: 6

Race Features
Dwarven Weapon Proficiency: Proficient with hammers.
Cast-Iron Stomach: +5 bonus to saving throws against poison.
Encumbered Speed: Armor or heavy load doesn’t reduce speed.
Dwarven Resilience: Second wind is a minor action.
Stand Your Ground: Can move 1 less when forced to move.

Class/Path/Destiny Features
Channel Divinity: Invoke a channel divinity class feature or other power during an encounter.
Divine Covenant: Covenant of Malediction.
Ritual Casting: Gain Ritual Caster as a bonus feat.

Feats
Ritual Caster (I): Master and perform rituals.
Baleful Malediction (1): Enemies you hit with encounter or daily powers take -2 against you.
Distant Advantage (2): Gain combat advantage with ranged and area attacks against flanked enemies.
Creation Secret (4): Gain Creation Secret encounter power.

Basic Melee Attacks
Staff of Ruin +1 Attack: STR vs. AC Attack Bonus: +4 Damage:1d8+2
Dagger Attack: STR vs. AC Attack Bonus: +4 Damage:1d4-1
Unarmed Attack: STR vs. AC Attack Bonus: +1 Damage:1d4-1

Basic Ranged Attacks
Avenging Light (Staff of Ruin +1) Attack: WIS vs. FORT Attack Bonus: +7 Damage:1d10+6
Avenging Light (Symbol of Divinity +1) Attack: WIS vs. FORT Attack Bonus: +7 Damage:1d10+5
Dagger Attack: DEX vs. AC Attack Bonus: +5 Damage:1d4

At-Will Powers
Avenging Light Action: Standard Keywords: Divine, Implement, Radiant
Range: Ranged 10 Attack: WIS vs. FORT Target: One Creature
Hit: 1d10+WIS mod (+4) radiant damage. If a bloodied ally is adjacent to the target, the attack deals extra radiant damage equal to your CON mod (+3).
Special: You can use this power as a ranged basic attack.
Staff of Ruin +1: +7 attack, 1d10+6 damage
Symbol of Divinity +1: +7 attack, 1d10+5 damage

Mantel of the Infidel Action: Standard Keywords: Divine, Implement, Radiant
Range: Ranged 20 Attack: WIS vs. WILL Target: One Creature
Hit: 1d6+WIS mod (+4) radiant damage. If the target is marked, the penalty to attack rolls it takes from the marked condition is -4 instead of -2.
Staff of Ruin +1: +7 attack, 1d6+6 damage
Symbol of Divinity +1: +7 attack, 1d6+5 damage

Encounter Powers
Rebuke Undead (Divinity) Action: Standard Keywords: Divine, Implement, Radiant
Range: Close blast 5 Attack: WIS vs. WILL Target: Each undead creature in blast
Hit: 2d10+WIS mod (+4) radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Miss: Half damage.
Staff of Ruin +1: +7 attack, 2d10+6 damage
Symbol of Divinity +1: +7 attack, 2d10+5 damage

Maledictor’s Doom (Divinity) Action: Minor Keywords: Divine, Fear
Range: Close blast 5 Target: Each creature in blast
Effect: Each target takes a -1 penalty to attack rolls and saving throws until the end of your next turn. In addition, whenever the target is hit by a fear attack before the end of your next turn, you push the target 1 square as a free action.

Summons of Justice Action: Standard Keywords: Charm, Divine, Imp., Radiant
Range: Close burst 5 Attack: WIS vs. WILL Target: One or two creatures in burst
Hit: 2d8+WIS mod (+4) radiant damage and you pull the target(s) 3 squares and knock them prone.
Effect: You are dazed until the end of your next turn.
Staff of Ruin +1: +7 attack, 2d8+6 damage
Symbol of Divinity +1: +7 attack, 2d8+5 damage

Fires of Judgment Action: Standard Keywords: Divine, Fear, Fire, Implement
Range: Area burst 1 within 10 squares Attack: WIS vs. REF Target: Each enemy in burst
Hit: 2d10+WIS mod (+4) fire damage and slide target 1 square. If you have any bloodied allies in the burst, the attack does 2d12+WIS mod (+4) fire damage instead.
Staff of Ruin +1: +7 attack, 2d10+6 damage
Symbol of Divinity +1: +7 attack, 2d10+5 damage

Immediate Justice (Divinity) Action: Imm React Keywords: Divine, Radiant
Range: Ranged 10
Target: The triggering enemy.
Trigger: An enemy reduces your ally to 0 hit points or fewer or damages your unconscious ally.
Effect: The target takes radiant damage equal to 5 + 1/2 level (+2).

Daily Powers
Angelic Protector Action: Minor Keywords: Divine, Implement, Summoning
Range: Ranged 5 HP: My bloodied value (21)
AC (My AC + 2): 21 , Speed: 6 , FORT: 16 , REF: 15 , WILL: 17
Effect: You summon a Medium angelic protector in an unoccupied square within range. The angel has speed 6 and has a +2 bonus to AC. You can give the angel the following special commands.
Standard: Melee 1; WIS vs. REF; 2d12+WIS mod (+4) damage, and the target is marked until the end of your next turn.
Opportunity Attacks: Melee 1; targets one creature; WIS vs. FORT; the target is immobilized until the end of your next turn.

Dawn’s Blazing Fingers Action: Standard Keywords: Divine, Fire, Implement, Radiant
Range: Ranged 10 Attack: ATTACK vs. REF Target: See below
Target: One to five creatures.
Hit: 1d4+WIS mod (+4) fire and radiant damage.
Effect: Each creature hit by the attack also takes ongoing fire and radiant damage depending on the number of targets hit:
1 target: ongoing 15 fire and radiant damage (save ends).
2 targets: ongoing 10 fire and radiant damage (save ends).
3-5 targets: ongoing 5 fire and radiant damage (save ends).
Miss: WIS mod (+4) fire and radiant damage.

Utility Powers
Second Wind (Encounter) Action: Minor
Range: Personal
Effect: You spend a healing surge and regain 10 hit points. You get a +2 bonus to all defenses until the start of your next turn.

Know Weakness (Encounter) Action: Minor Keywords: Divine
Range: Personal
Effect: Choose a creature within 10 squares of you. You know that creature’s current resistances and vulnerabilities, if any.

Rituals
Hand of Fate Level: 4 Component Cost: 0 Category: Divination
Market Price: 175 Time: 10 minutes Key Skill: Religion (no check) Duration: 10 minutes
Description: Ask up to three questions about possible courses of action. If you describe the actions that refer to directions or specific objects, the hand will point to the greatest reward. If you describe a single course of action, the ritual will assume inaction is your other option.

Comprehend Languages Level: 1 Component Cost: 10 Category: Exploration
Market Price: 50 Time: 10 minutes Key Skill: Arcana Duration: 24 hours
Description: At the beginning of the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. The ritual allows you to speak or read the language for 24 respectively. If Arcana check is 35 or higher, fluent. If both, check once.

Wizard’s Curtain Level: 1 Component Cost: 30 Category: Warding
Market Price: 75 Time: 10 minutes Key Skill: Arcana (no check) Duration: 24 hours
Description: Obscures all sight lines into a single room or a burst 4 area, applying -10 penalty to Perception checks to see anything inside the warded area.
Other rituals: Make Whole, Enchant Magic Item, Knock, Detect Secret Door, Eye Of Alarm, Tensor’s Floating Disc

Equipment Worn
Body: Dwarven Chainmail +1 AC Bonus: +6 Check: -1
Property: +1 Endurance checks
Power (Daily – Healing): Free Action; Regain hit points as if you had spent a healing surge.

Main Hand: Staff of Ruin +1 Crit Bonus: +1d10 damage
Property: Whenever you make an attack with this staff, you gain an item bonus to the attack’s damage rolls equal to the staff’s enhancement bonus (+1).

Off Hand: N/A

Head: N/A

Neck: N/A

Arms: N/A

Hands: N/A

Ring 1: N/A

Ring 2: N/A

Waist: N/A

Feet: N/A

Symbol: Symbol of Divinity +1 Crit Bonus: +1d6 damage
Power (Daily): Free Action; Use this power when you hit with an attack using this holy symbol. Gain one additional use of Channel Divinity for this encounter.

Tattoo: N/A

Other Equipment
Backpack:
—Alchemical Reagents (Arcane) (40)
—Bedroll
—Flint and Steel
—Hempen Rope (50’)
—Leather Armor
—Ritual Book
—Rod
—Sunrod (2)
—Trail Rations (6)

Belt:
Belt Pouch:

Healing Potion
—Dagger
—Waterskin

Money
PP: 0
GP: 46
SP: 6
CP: 6

Bio:

Back Story
Önundr means “triumph of the ancestors”. Tryggrason means “son of Tryggr”. Tryggr means “trustworthy”.
Tryggr Fritjofsson was a tailor of modest means. He owned a small building near the market district in city of Kolme Puroihin. The first floor was divided into two shops. The smaller shop on the right was his. His wife, Salveig Kjelsdóttir, operated a much larger space on the other side. She was a reputable baker with a specialty for desserts. Dwarves and humans from the nearby regions prized her creations. The couple lived in the space above their businesses, The Silver Needle and Salveig’s Creations respectively, with their four sons – Bjørg, Gjurd, Vermundr, and Önundr.
The children had a great upbringing with loving parents. Salveig’s success ensured the family was never short on funds. The brothers generally got along with a minimal amount of fighting. Bjørg and Vermundr joined the military. They presently hold ranks of Major and Second Lieutenant respectively. Gjurd always loved eating. He followed his mother around and now helps her in her shop, learning all of her trade secrets.
The family, part of the Dweodir Clan, went to worship at the temple of Hrumnir often. Önundr showed much raw talent as a child to call upon Hrumnir’s divine powers for guidance (and occasionally mischief). His parents and neighbors would have been appalled by the things he did with Bjørg and Vermundr as a teen. It was fortunate they were never caught.
On his sixteenth birthday, a priest of Hrumnir came to extend an invitation to his family for Önundr train at the temple. Tryggr and Salveig were deeply honored and sent their youngest son to live at the temple. This was not to the young boy’s liking. Although he revered his deity and thanked him often for the powers granted to him, he never imagined actually serving as a priest.
The first year at the temple could be summed up by the word “resistance”. The initiate went out of his way to piss off his mentors and make life miserable for those around him. He had trouble following their rules. The next year was just as bad, but his mentors had had enough of his antics. A portion of that year was spent in and out of confinement to his quarters.
Time alone helped him come to some important realizations. If he was sent home, he wouldn’t be able to bare the shame it would bring to the family he loved so dearly. Although he didn’t care for many of the rules and regulations of the temple, he could find ways to bend them to his advantage by being more flexible and diplomatic.
The change in his demeanor was noticed by all. It pleased his mentors greatly. All praised Hrumnir and Dweodelf for calmer, more orderly lessons. His fellow initiates were suspicious at first, but warmed up to him when they saw it wasn’t another trick to humiliate them.
Once Önundr stopped resisting his lessons, he found them quite fascinating. They taught him knowledge of the ancestors, most notably Hrumnir, and of Dweodelf. Basic knowledge deities the Neheshi humans worshipped were also mentioned. There were lessons on Dwarven history, funeral rites, underground construction and architecture, and rituals. The last subject was his favorite.
His lessons continued for the next five years. Aside from academics, he learned how to fight and tend to the sick and wounded. He was a lost cause when it came to fighting with a hammer and shield. He found his god given powers an adequate complement to the front line priests. He paid attention to his lessons on healing and was good at soothing his patients with his kind words and remedies.
He was called in Abbot Tasgall’s office one day. He had never had the honor of speaking with him in private. The abbot praised him for his hard work and dedication. As recognition, he asked Önundr to undertake a personal mission to deliver a message to the Priestess named Gudrun in the fortress city of Portti Linnoitus. He was to leave in secret and follow her instructions after delivering the missive.
The journey would take a few days, but he had been there several times. He packed the scrollcase and his few belongings immediately. He arrived in three days without incident.
Portti Linnoitus is a large Dwarven city and citadel built into the side of a mountain with a few tunnels that exit onto the surface world. The Dwarves and Neheshi human conduct a lot of trade in the city. Other races are present as well, though not in large numbers as their lands are much farther away. Massive gates within large tunnels allow all manner of goods to pass through.
Having done much charity work for the temple in this city of crossroads, Önundr knew where he was going. He spoke with Gudrun in private and gave her the scrollcase. She thanked him and asked him to come back the next morning.
When he returned, she gave him the same scrollcase. Rather than returning home to Kolme Puroihin, she told him to go beyond the gates into the human lands to a village named Maz Ciems to a priest named Ánleifr. Önundr had only been outside a few times, never far away from the citadel. He was excited by the prospect of seeing new lands and villages.
Off he went visiting villages, towns, and an occasional large city. It was always the same. He would deliver the scrollcase, stays for a day to a month, and be told to go to the next location to the east. In order, he visited:
Priestess Ragna in Kaulu Pagalms (Village)
Priest Sigvardin Naktsēnas (City)
Priest Anvindr in Krustojums (City)
Priestess Heidrun in Zemesgala (Town)
Priest Ragnein Mierīgu Pļavas (Village)
Priest Øystein in Tumširažas (Village)
in Nehesh before crossing into Phaedros. From Tumširažas he was sent to:
Priestess Unnr in M’rfh (City)
Priest Sigmundr in Xaraxa (Town)
At first he didn’t mind seeing the world, but then he got homesick. That soon turned into anger as his “quests” were nothing more than being an errand boy. He did meet many nice folks along the road, though most did not want to hear of his faith and devotion to his deity which most of them had not heard of. He mostly travelled with caravans, though sometimes he had to walk when there were no convenient modes of transportation available.
Önundr had been in Xaraxa for almost three months bored out of his mind when he met the party. Sigmundr didn’t really know what to do with him. It seemed like his duty as errand boy was done. The opportunity for adventure was exactly what he needed.

Companions
Almador (Matt): Eladrin Swordmage from the Feywild. He’s tougher than he looks; I’ll give him that much. We seemed to have fallen into a battle strategy where we’re working together instead of stepping over each other. Not sure why he’s looking for a way to get home. Wouldn’t he prefer to go adventuring and seeing the world? And what’s his obsession with the nixie? I don’t like tall trees and all the allergens in forests.
Ansis (Aaron): Deva Warlock from Shumanpoori. Quite a fascinating being. Like most others, I thought his kind was legend or extinct. It has been a treat to not only meet him, but to travel and pick his brain on ancient lore and the gods. Sometimes I question his battle lust when he catches an ally in blast.
Gal Raz (Joanna): Tiefling Warlord from Tochland. I find it interesting that a Tiefling is a follower of Bahamut. She doesn’t like to speak about it much. I guess she could be proof that not all Tieflings take after their infernal side. Unless she’s only helping us out in battle to keep herself alive, it appears that inspiring words and offers of assistance are genuine.
Nadja (Jack): Human Avenger from Shumanpoori. I don’t know about these “nameless ones”, but she has her head stuck so far up her ass with her notions about the gods and their worshippers. It baffles me that Ansis could stand being her travelling companion for so long. They are the antithesis of each other. I also find it unsettling when our ideas are on the same wavelength. I suppose I can accept that when it comes to strategy or tactics we can agree, but all I hear are her incessant droning rants when I think about her.
Syas (Ian): Half-Elven Bard from ?somewhere? The poor lad seemed to have a difficult time keeping his buddy in his pants. He was chased off the farm. I miss the merriment and singing he brought while we traveled. Go figure. An elf who knows Dwarven drinking songs. I hope we our stars are destined to cross again.

Önundr Tyggrason

Wayward arcanus