Realms Beyond - Fallen Kingdoms Campaign
Dungeons & Dragons 3.5 Edition
Character Played by John Osborne; 821 GEMs
4 Active Game Sessions, Created on 04/21/2005
Name: Ciscel "Mad Dog" Battlehammer Alignment: Lawful Good
Male Half-Dwarf Medium Humanoid (Dwarf)
Character Level: 7 XP: 24,250
Classes: Fighter 7, Marshal 2, Militant Mage 1, Paladin of Honor 2, Scout 2
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 15 +0 +0 +0 +1 +0   16 / ____ +3 / ____
DEX: 17 +0 +0 +0 +1 +0   18 / ____ +4 / ____
CON: 16 +0 +0 +0 +0 +0   16 / ____ +3 / ____
INT: 18 +0 +0 +0 +0 +0   18 / ____ +4 / ____
WIS: 10 +0 +0 +0 +0 +0   10 / ____ +0 / ____
CHA: 16 +0 +0 +0 +0 +0   16 / ____ +3 / ____
LUCK: 13 +0 +0 +0 +0 +0   13 / ____ +1 / ____

BAB: +7/+2
    melee touch: +10
    ranged touch: +11
Grapple: +10
Bull Rush: +3
Space/Reach: 5 ft./5 ft.
Speed: 20 ft. (4 squares)
Craft Points: 2,800

Lives Remaining: 9

Current Round
 
 
Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +5 +3 +0 +4 +12 / ____ Attack Rolls: Damage Rolls:
Reflex +2 +4 +0 +3 +9 / ____ Ability Checks: Skill Checks:
Will +5 +0 +0 +3 +8 / ____ Saving Throws: Negative Levels:
AC Changes Size Dex Natural Armor Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
Normal +0 +4 +0 +6 +4 +0 +0 +0 +0 +0 24 14 20
Modified              
Hit Dice: 7d10+21 (91 hp) 68 45 22 Initiative Modifier: +9 (+4 Dex, +1 Battle Fortitude, +4 Improved Initiative)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type
+1 skullbreaker pick +12 n/a +12/+7 1d8+6 20/x4 n/a Piercing
             
dagger +10 n/a +10/+5 1d4+3 19-20/x2 10 ft. Slashing or Piercing
             
light crossbow +11 n/a +11 1d8 19-20/x2 80 ft. Piercing
             
+1 keen shivering dagger +11 n/a +11/+6 1d4+4 plus shivering 19-20/x2 10 ft. Piercing and Slashing
             
throwing dagger +11 n/a +11/+6 1d4+3 19-20/x2 15 ft. Piercing
             
unarmed strike +10 n/a +10/+5 1d3+3 nonlethal 20/x2 n/a Bludgeoning
             
Spell/Effect            
Duration            
Caster            
 Feats: Alertness, Armor Proficiency (all), Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (skullbreaker pick), Improved Initiative, Martial Weapon Proficiency (all), Power Attack, Pressing Attack, Shield Proficiency (all), Simple Weapon Proficiency (all) Skill Focus (Diplomacy), Weapon Focus (skullbreaker pick), Weapon Specialization (skullbreaker pick)
 Skills (armor check penalty -12): Appraise +4 (+5 stone and metal items) (+4 Int, 0 ranks), Balance -7 (+4 Dex, 1 ranks, -12 armor), Bluff +7 (+3 Cha, 4 ranks), Climb -7 (+3 Str, 2 ranks, -12 armor), Concentration +9 (+3 Con, 6 ranks), Craft (armorsmithing) +5 (+6 stone and metal items) (+4 Int, 1 ranks), Decipher Script +5 (+3 Int, 2 ranks), Diplomacy +11 (+3 Cha, 5 ranks, +3 Skill Focus), Disguise +3 (+3 Cha, 0 ranks), Drive +5 (+4 Dex, 1 ranks), Escape Artist -5 (+4 Dex, 3 ranks, -12 armor), Forgery +4 (+4 Int, 0 ranks), Gather Information +3 (+3 Cha, 0 ranks), Handle Animal +5 (+3 Cha, 2 ranks), Heal +2 (2 ranks), Hide -6 (+4 Dex, 2 ranks, -12 armor), Intimidate +8 (+3 Cha, 5 ranks), Jump -8 (+3 Str, 1 ranks, -12 armor), Knowledge (dungeoneering) +7 (+4 Int, 3 ranks), Knowledge (geography) +5 (+4 Int, 1 ranks), Knowledge (nature) +6 (+4 Int, 2 ranks), Listen +7 (5 ranks, +2 Alertness), Move Silently -5 (+4 Dex, 3 ranks, -12 armor), Perform (storytelling) +7 (+3 Cha, 4 ranks), Ride +9 (+4 Dex, 5 ranks), Search +9 (+4 Int, 5 ranks), Sense Motive +3 (3 ranks), Speak Language (Giant), Spellcraft +7 (+4 Int, 3 ranks), Spot +7 (5 ranks, +2 Alertness), Survival +9 (9 ranks), Swim +4 (+3 Str, 1 ranks), Tumble -7 (+4 Dex, 1 ranks, -12 armor) Use Rope +10 (+4 Dex, 6 ranks)

 Languages: Chondathan, Common, Dwarven, Elven, Giant, Gnome, Goblin, Illuskan, Orc

 Special Attacks/Qualities:
Background Abilities: Militia; +1 racial bonus to attacks against giants.
Battle Fortitude (Ex): A scout gains a +1 competence bonus on Fortitude saves and initiative checks.
Dwarven Blood (Ex): For all effects related to race, a half-dwarf is considered a dwarf.
Half-Dwarf Traits: Darkvision 30 ft.; +2 dodge bonus to Armor Class against giant types (such as ogres, trolls and hill giants); +1 racial bonus on attack rolls against orcs and goblinoids (including goblins, hobgoblins, and bugbears); +1 racial bonus on saving throws against poison, spells and spell-like effects.
Major Aura (Ex): Adds +1 to modifier to specified rolls.
  • Motivate Attack: Bonus on melee attack rolls.
    Marshal Abilities: Minor auras and major auras—Swift action, affects all allies (and himself) within 60 ft., lost if dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard.
    Minor Auras (Ex): Adds character's Charisma modifier to specified rolls.
  • Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
    Paladin Abilities: Aura of good, divine grace, lay on hands (6 hp/day).
    Scout Abilities: Trapfinding; uncanny dodge.
    Skirmish (Ex): A scout relies on mobility to deal extra damage and improve his defense. He deals an extra 1d6 points of damage on all attacks she makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn.
    The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
    Smite Evil (Su): 1/day—Make a normal melee attack with +3 attack and +2 damage.
    Spell-Like Abilities: At will—detect evil. Caster level 2nd.
  •  Militant Mage Domain: Battle.

    Magical Items: +1 keen shivering dagger (18,302 gp), +1 skullbreaker pick (2,350 gp), +1 spiked chain hauberk (1,450 gp).

    Potions: align weapon oil (CL 3rd; 3 min. duration) (300 gp), bless weapon oil (CL 1st; 1 min. duration) (100 gp), potion of bear's endurance (CL 3rd; 3 min. duration) (300 gp), 2 potions of cure moderate wounds (CL 3rd; 2d8+3 hit points) (300 gp).

    Scrolls: arcane scrollgrease, magic missile, and shocking grasp (CL 1st) (75 gp)

    Nonmagical Items: adventurer's outfit, backpack, 3 bags of caltrops, bedroll, belt pouch, 30 bolts, 5 candles, crowbar, dagger, flint and steel, grappling hook, hammer, iron pot, light crossbow, masterwork potion belt, masterwork skullbreaker pick (350 gp), masterwork tower shield (180 gp), 2 sacks, shovel, silk rope (50 ft.), small steel mirror, sunrod, throwing dagger, 3 tindertwigs, 5 torches, trail rations (4 days), vial of antitoxin, waterskin, whetstone, wooden holy symbol of Moradin.

    Biographical Information
     Height: 4 ft. 8 in.; Weight: 160 lb.; Age: 25; Hair: Brown; Eyes: Brown
     Patron Deity: Moradin; Homeland: Spine of the World; Heritage: 50% Human, 50% Shield Dwarf; Background: Militia
     Carrying Capacity: light load—up to 76 lbs.; medium load—77-153 lbs.; heavy load—154-230 lbs.; drag—1,150 lbs.

     Platinum (pp): 0, Gold (gp): 263, Silver (sp): 79, Copper (cp): 20
     Other Valuables: 1 onyx (50 gp), 2 5-lb. silver Everlund trade bars (25 gp each)

    Character Level Record
    Fighter Fighter Fighter Fighter Fighter Fighter Fighter      
    Scout Marshal Paladin of Honor Paladin of Honor Marshal Scout Militant Mage      

     Picture:

     Character History: Ciscel Battlerhammer grew up in a stronghold named Mithral Hall. He doesn't know exactly who his parents are, but he was found by a group of dwarves (Hammers of Moridan) while they were fighting orc war parties. He obviously has dwarven blood in him (dominate traits with a hint of human), and they brought him back to Mithral Hall because everyone had run or died fighting the orcs. He was given to a charitable family within the hall who agreed to raise him as their own.
    Ciscel earned the name "Mad Dog" at a very early age. He fought constantly with his brother and sisters. For a very long time, he felt like an outsider, and his human blood was a constant reminder that he wasn't from this family, just someone they accepted.
    As time passed, he became more comfortable and loved. He grew very close to his immediate family and his clan in general. He loved to sit around the campfire or by the fireplace and hear stories of dwarven lore. He especially loved the stories where his ancestors stood-fast in the eyes of danger and death to defend the clan. The hair still stands on his neck when he tells these stories to friends.
    The family that took him had a long history of defending the Hall from outsiders. He took up this banner and trained to do the same. The training provided discipline, which he loved, but he never shook the 'Mad Dog" nickname because even in training he would bark like a wild dog before combat. He would follow this up with some inspirational words about how they should take their place among the dwarven greats, and if that means dying to do so, then we should all be willing to do that.
    The clan and his belief in the destiny and defense of the dwarven nation is what motivate him. He tries to emulate Moridan in everything he does and is a natural leader and will seek leadership in most settings. He will expect you to honor him as you honor you deity (usually Moridan) and he will do the same to his leaders. His beliefs and values are as unforgiving as the stone he carves, but when you have been labeled a "friend of the Dwarves" you are a friend for life.

    Honor
    and
    Defend
     Slain Enemy Record: 1 Advanced Worg, 1 Gnoll Bandit, 4 Orc Brutes, 1 Orc Necrolyte of Gruumsh, 1 Orc Warrior, 2 Severed Hand Goblin Berserkers, 3 Severed Hand Goblin Warriors

     Adventures: FK01: A Good Dead Goblin, FK02: Evil Underfoot

    Translation of Dwarven Script