Realms Beyond - Fallen Kingdoms Campaign
Dungeons & Dragons 3.5 Edition
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Character Played by Chris Harmon; 1,041 GEMs
5 Active Game Sessions, Created on 04/21/2005
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Name: Oskar Battlehammer |
Alignment: Neutral Good |
Male Half-Dwarf |
Medium Humanoid (Dwarf) |
Character Level: 7 |
XP: 24,000 |
Classes: Iron Witch 7, Ranger 2, Scout 5 |
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Ability |
Base |
Race |
Age |
Inherent |
Level |
Magic |
Temp |
Total |
Mod |
STR: |
16 |
+0 |
+0 |
+0 |
+0 |
+0 |
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16 / ____ |
+3 / ____ |
DEX: |
13 |
+0 |
+0 |
+0 |
+0 |
+0 |
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13 / ____ |
+1 / ____ |
CON: |
18 |
+0 |
+0 |
+0 |
+0 |
+0 |
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18 / ____ |
+4 / ____ |
INT: |
11 |
+0 |
+0 |
+0 |
+0 |
+0 |
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11 / ____ |
+0 / ____ |
WIS: |
13 |
+2 |
+0 |
+0 |
+0 |
+0 |
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15 / ____ |
+2 / ____ |
CHA: |
15 |
+0 |
+0 |
+0 |
+0 |
+0 |
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15 / ____ |
+2 / ____ |
LUCK: |
9 |
+0 |
+0 |
+0 |
+0 |
+0 |
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9 / ____ |
-1 / ____ |
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BAB: +7/+2
melee touch: +10
ranged touch: +8
Grapple: +10
Bull Rush: +3
Space/Reach: 5 ft./5 ft.
Speed: 40 ft. (8 squares)
Craft Points: 2,800
Lives Remaining: 8
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Saving Throws |
Base |
Ability |
Magic |
Misc |
Total |
Penalties |
Fortitude |
+2 |
+4 |
+1 |
+1 |
+8 / ____ |
Attack Rolls: |
Damage Rolls: |
Reflex |
+5 |
+1 |
+1 |
+0 |
+7 / ____ |
Ability Checks: |
Skill Checks: |
Will |
+5 |
+2 |
+1 |
+0 |
+8 / ____ |
Saving Throws: |
Negative Levels: |
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AC Changes |
Size |
Dex |
Natural |
Armor |
Shield |
Deflection |
Dodge |
Morale |
Circumstance |
Other |
AC |
Touch |
Flat-Footed |
Normal |
+0 |
+1 |
+0 |
+5 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
16 |
11 |
n/a |
Modified |
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Hit Dice: 7d8+28 (84 hp) |
63 |
42 |
21 |
Initiative Modifier: +2 (+1 Dex, +1 Battle Fortitude) |
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Weapon |
Single Atk |
Secondary |
Full Atk |
Damage |
Critical |
Range |
Type |
+2 iron blade greatsword |
+12 |
n/a |
+12/+7 |
2d6+6 |
19-20/x2 |
n/a |
Slashing |
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+2 iron blade longsword |
+12 |
n/a |
+12/+7 |
1d8+5 |
19-20/x2 |
n/a |
Slashing |
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+2 iron blade short sword |
+12 |
n/a |
+12/+7 |
1d6+5 |
19-20/x2 |
n/a |
Piercing |
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masterwork cold iron dagger |
+11 |
n/a |
+11/+6 |
1d4+3 |
19-20/x2 |
10 ft. |
Piercing or Slashing |
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masterwork cold iron handaxe |
+11 |
n/a |
+11/+6 |
1d6+3 |
20/x3 |
n/a |
Slashing |
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mighty (+2 Str) composite shortbow |
+8 |
n/a |
+8/+3 |
1d6+2 |
20/x3 |
70 ft. |
Piercing |
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club |
+10 |
n/a |
+10/+5 |
1d6+3 |
20/x2 |
10 ft. |
Bludgeoning |
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unarmed strike |
+10 |
n/a |
+10/+5 |
1d3+3 nonlethal |
20/x2 |
n/a |
Bludgeoning |
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Spell/Effect |
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Duration |
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Caster |
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Feats:
Armor Proficiency (light),
Combat Reflexes,
Dodge,
Martial Weapon Proficiency (all),
Mobility,
Point Blank Shot,
Power Attack,
Shield Proficiency (all but tower shield),
Simple Weapon Proficiency (all),
Spring Attack,
Track
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Skills:
Appraise +0 (0 ranks),
Balance +3 (+1 Dex, 0 ranks, +2 synergy from Tumble),
Bluff +2 (+2 Cha, 0 ranks),
Climb +3 (+3 Str, 0 ranks),
Concentration +13 (+4 Con, 9 ranks),
Diplomacy +2 (+2 Cha, 0 ranks),
Disable Device +12 (10 ranks, +2 theives' tools),
Disguise +2 (+2 Cha, 0 ranks),
Escape Artist +1 (+1 Dex, 0 ranks),
Forgery +0 (0 ranks),
Gather Information +2 (+2 Cha, 0 ranks),
Heal +2 (+2 Wis, 0 ranks),
Hide +1 (+1 Dex, 0 ranks),
Intimidate +2 (+2 Cha, 0 ranks),
Jump +6 (+3 Str, 1 ranks, +2 synergy from Tumble),
Knowledge (arcana) +5 (5 ranks),
Knowledge (dungeoneering) +2 (2 ranks),
Listen +2 (+2 Wis, 0 ranks),
Move Silently +1 (+1 Dex, 0 ranks),
Open Lock +7 (+1 Dex, 4 ranks, +2 theives' tools),
Ride +1 (+1 Dex, 0 ranks),
Search +10 (10 ranks),
Sense Motive +2 (+2 Wis, 0 ranks),
Spellcraft +8 (6 ranks, +2 synergy from Knowledge [arcana]),
Spot +11 (+2 Wis, 9 ranks),
Survival +7 (+2 Wis, 5 ranks),
Swim +3 (+3 Str, 0 ranks),
Tumble +11 (+1 Dex, 10 ranks),
Use Magic Device +7 (+9 with scrolls) (+2 Cha, 5 ranks),
Use Rope +1 (+1 Dex, 0 ranks)
Languages: Chondathan, Common, Dwarven, Giant, Illuskan, Undermountain
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Special Attacks/Qualities:
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.
Familiarity With Magic (Ex): The witch gains a +2 competence bonus to all saving throws against spells and spell-like and supernatural abilities (including magic items). Further, he gains a +2 competence bonus to Armor Class against spells requiring attack rolls.
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.
Iron Blade (Sp): At willAs a standard action, the iron witch creates a short sword, longsword, or greatsword out of iron; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that it also has a +1 enhancement bonus + 1 per five witch levels. Only the witch who created it can use the sword. The sword disappears when out of the witch's grasp.
Ranger Abilities: Combat styleStrong-Arm Style; +2 favored enemygiants; favored enemy bonuses apply to Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls; wild empathy.
Scout Abilities: Evasion; fast movement +10 ft.; trackless step; trapfinding; uncanny dodge.
The Sight (Su): All witches gain the Sight, which is the ability to see personal auras. They can determine the class and level (if any) of a creature they observe for at least one minute. Creatures that are disguised or attempting to avoid the witch's Sight can make a Will saving throw (DC 10 + half the witch's level + the witch's Wisdom modifier) to negate the effect.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. he gains a +1 competence bonus to AC and deals an extra 2d6 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.
Spell-like Abilities: 1/daylight, mage hand, open/close. Caster level 1st.
Witchery (Sp): If attacked by a ranged or melee weapon containing iron, the iron witch gains a +1 luck bonus to Armor Class.
Word of Repair (Sp): 2/dayAs a standard action, with a single word, the iron witch can mend a torn cloak, a shattered mug, or a broken sword. Pieces of ceramic or wooden objects can be invisibly rejoined as strong as new. A hole in a leather sack or wineskin completely heals over with a word of repair. The object must weigh no more than 30 lbs. per caster level in its finished form.
If an object is damaged, this ability restores 1d8 of its lost hit points per two witch levels (maximum 10d8). Damaged (rather than destroyed) objects have no size limit. A hole in a wall can be mended, for example. This ability can repair a magic item but does not restore the item's magical abilities.
When word of repair has mended a destroyed or damaged object, the repaired item takes on an ironlike appearance (but not ironlike qualities). The witch must be within 25 feet + 5 feet per two witch levels of the target of this word.
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Iron Witch Spells Readied (3/4/3 slots; 4/5/4 readied; DC 12 + spell level; spell failure 10%; caster level 7th):
0-level.
1st.
2nd.
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Magical Items: +1 mithral chain shirt (2,100 gp)
Potions: 6 potions of cure light wounds (CL 1st; cures 1d8+1 hp damage) (50 gp), potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp).
Scrolls: arcane scrollinvisibility x2 (CL 3rd; 300 gp), arcane scrolldisguise self and silent image (CL 1st; 50 gp)
Nonmagical Items: 30 arrows, bedroll, bullseye lantern (12 gp), club, flint and steel, masterwork cold iron dagger (304 gp), masterwork cold iron handaxe (316 gp), masterwork potion belt (60 gp), masterwork theives' tool kit (100 gp), mighty (+2 Str) composite shortbow, silk rope (50 ft.), witchbag
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Biographical Information |
Height: 4 ft. 5 in.; Weight: 136 lb.; Age: 24; Hair: Brown (glistening); Eyes: Blue (glistening)
Patron Deity: Marthammor Duin; Homeland: Spine of the World; Heritage: 50% Human, 50% Shield Dwarf; Background: Apprentice
Carrying Capacity: light loadup to 76 lbs.; medium load77-153 lbs.; heavy load154-230 lbs.; drag1,150 lbs.
Platinum (pp): 0, Gold (gp): 0, Silver (sp): 0, Copper (cp): 0
Other Valuables: none
Character Level Record |
Iron Witch |
Iron Witch |
Iron Witch |
Iron Witch |
Iron Witch |
Iron Witch |
Iron Witch |
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Ranger |
Scout |
Scout |
Scout |
Ranger |
Scout |
Scout |
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Spellcasting Record |
0-level: |
4 |
1st: |
7 |
2nd: |
6 |
3rd: |
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4th: |
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5th: |
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6th: |
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7th: |
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8th: |
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9th: |
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Picture:
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Character History:
Oskar has always thought that life under a blue sky would be grand. His
father Orinthar Battlehammer left the hallowed walls of Mithril Hall in
search of adventure, but instead he found himself in Silverymoon. He was
amazed that in this fledgling city the Dwarves, Elves, and Humans lived
together in harmony. We attended classes at the University, and dreamed
of traveling the Realms. He fell in love with a beautiful young human,
and soon he called her his wife. Annonia stood beside her dwarven mate
through thick and thin, and became so well versed in the way of the
dwarf that she was able to live amongst them late in life. Orinthar
wrote letters to his family back in the Hall as he traveled, telling
them of the creatures he observed and the people that he met.
Eventually. Moradin saw fit for Annonia to be with child, and Oskar was
born. Shortly after, the family was attacked by a pack of hill giants,
and although Orinthar showed that the he was the might warrior of his
well known tales, he was wounded mortally in the encounter. He asked his
wife to take him home to the Hall, so that he could die where he was
born, at the Spine of the World. Annonia longed for Oskar to be with his
dwarven family, and to teach him her skills in Witchery and the age old
power of Eldritch magic. Although the dwarves are uneasy around arcane
magic, Annonia showed them that Eldritch magic draws power from ancient
times, and from the earth. She lives there today, the human living with
dwarves and the dwarves live.
Oskar has grown up as Orinthar's half human son. He is restless in the
Hall, and longs to live the life of an adventurer, as his father did. He
trains in the arts of martial combat, as his father would have demanded,
as well as the art of witchery and Eldritch magic that his mother has
taught him. He sees this campaign as a way to be himself, instead of
only his father’s son. He intends to make a name for his self, and to
return stolen artifacts to his people, just as long as there is glory in
it!
Slain 05/26/2005 in FK03: Grave Undertaking by a critical hit from a scythe-wielding skeletal reaper. Party was unable to raise him due to lack of resources and ability.
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Slain Enemy Record:
1 Advanced Worg, 1 Bloodrage Ghoul, 1 Orc Archer, 1 Orc Hexblade, 3 Severed Hand Goblin Berserkers, 1 Severed Hand Goblin Crossbowman, 2 Severed Hand Goblin Warriors
Adventures:
FK01: A Good Dead Goblin, FK02: Evil Underfoot, FK03: Grave Undertaking
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