Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Brax Orcson Pool Character
0 Games Played, Created 07/30/2006
Male Half-Orc Character Level 19
LN Medium Humanoid (Orc) Classes Abjurant Champion 5, Thanemage 14
Hit Dice 14d8+42 plus 5d10+15 Ability Total Mod Magic
  STR 18 15 base +2 race +0 age +0 inherent +1 level +4 +0
219 164 109 54 DEX 13 12 base +0 race +0 age +0 inherent +1 level +1 +0
Mana Points68 from thanemage spell slots CON 16 15 base +1 race +0 age +0 inherent +0 level +3 +0
  INT 18 17 base -2 race +0 age +0 inherent +3 level +4 +0
68 51 34 17 WIS 10 10 base +0 race +0 age +0 inherent +0 level +0 +0
Speed 30 ft.30 ft. base +0 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +0; Search +4; Spot +0
CHA 12 14 base -2 race +0 age +0 inherent +0 level +1 +0
LUCK 8 8 base +0 race +0 age +0 inherent +0 level -1 +0
Saves Total Ability Magic Special
Fortitude +8+5 base +0 misc +3 +0 +2 racial vs. necromancy spells & effects
Reflex +11+10 base +0 misc +1 +0 improved evasion
+2 racial vs. necromancy spells & effects
Will +13+13 base +0 misc +0 +0 +2 racial vs. necromancy spells & effects
Craft Points 19,00019,000 Earned -0 Used +0 Item Creation Feats Initiative +5+1 Dex +4 Improved Initiative
BAB +19/+14/+9/+4 Grapple +23BAB +4 Str +0 Size
melee touch +23 Bull Rush +4
ranged touch +20 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
12 11 12 +0 +1 +1 +0 +0 +0 +0 +0 +0 +0 +0
Weapon Atk Full Atk Dmg Crit Type
battleaxe melee +25BAB +4 Str +1 racial bonus +1 Weapon Focus +25/+20/+15/+10 1d8+4weapon base +4 Str 19-20/x3
+4 confirm
S
morningstar melee +23BAB +4 Str +23/+18/+13/+8 1d8+4weapon base +4 Str 20/x2 B & P
sling ranged (50 ft.; 10 inc.) +20BAB +1 Dex +20/+15/+10/+5 1d4+4weapon base +4 Str 20/x2 B
unarmed strike melee +23BAB +4 Str +23/+18/+13/+8 1d3+4 nonlethalweapon base +4 Str 20/x2 B
Combat Options
  • Abjurant Armor (Su) Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on mage armor, shield, and similar spells instead of actual armor.
  • Arcane Boost (Su) As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
    • Bonus on attack rolls equal to the spell's level.
    • Bonus on weapon damage rolls equal to twice the spell's level.
    • Bonus to AC equal to the spell's level.
    • Bonus on saving throws equal to the spell's level.
    • Resistance to acid, cold, electricity, fire, and sonic equal to 5 x the spell's level.
  • Arcane Weapon (Su) (                             ) 7/day—As a move action that does not provoke an attack of opportunity, you grant a single weapon (ranged or melee weapon) or other missile that you grasp a +5 enhancement bonus on attack rolls and damage rolls. It is considered a magic weapon for the purpose of overcoming damage reduction. This effect lasts 19number of rounds equal to your base attack bonus rounds. This ability can be used a number of times per day equal to your base attack bonus divided by 3, rounded down, +1.
  • Blind-Fight (Ex) In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
    An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
    You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
  • Extended Abjuration (Su) You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
  • Fleet-Footed Charge (Su) (                             ) 7/day—Gain a +10 enhancement bonus to speed for 19a number of round equal to your base attack bonus rounds. This ability can be used a number of times per day equal to your base attack bonus divided by 3, rounded down, +1.
  • Hellfire Charge (     ) 1/day—Make a charge as normal. If your attack hits, you deal an extra 5d8 points of force damage in addition to your attack's normal damage, and your foe must make a Fortitude save (DC 10 + half your base attack bonus + your Intelligence modifier) or be blinded for 2d4 rounds. This extra damage is not multiplied on a critical hit or a similar effect.
    When making this charge, you are considered to be flying. You can move over pits and other hazards, but you land in the space where your charge ends and suffer any drawbacks for standing there after resolving your attack. This ability can be used a number of times per day equal to your base attack bonus divided by 10, rounded down.
  • Improved Counterspell When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
  • Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
    If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
  • +1 racial attack bonus with battleaxe
  • Rhino's Charge (             ) 3/day—When you use the charge action to attack an opponent, you deal an extra 2d8 points of force damage on a successful attack. In addition, your foe must make a DC 2310 plus half BAB plus Int modifier Reflex save or be knocked prone by the concussive force. If your attack misses, your foe does not have to make the save to remain standing, and this use of this ability is wasted. This ability can be used a number of times per day equal to your base attack bonus divided by 5, rounded down.
  • Second Wind (Ex) (     ) 1/encounter—As a move action that does not provoke an attack of opportunity, choose one of the following effects: cure self of 28equal to character level x 1.5 hit points, gain a +5+1 plus +1/four character levels bonus to a single attack roll, gain a +5+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +5+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 9character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
  • Spiritlash (Su) (                 ) 4/day—The thanemage can use the power of his own being to make a melee attack directly against a creature's spirit, creating a surge of supernatural power that deals 2d6 points of damage. As part of an attack or full attack, the thanemage can deliver the spiritlash with a melee touch attack or in conjunction with a melee weapon attack (including an unarmed strike or natural weapon), but not in conjunction with a touch spell.
    When used as a touch attack, spiritlash ignores damage reduction and can strike incorporeal creatures without the usual miss chance. The thanemage's Strength modifier does not increase spiritlash damage, but a spiritlash touch attack can deal a critical hit (20/x2).
    The spiritlash can be hurled up to 30 feet as a ranged touch attack, or can be delivered in conjunction with a ranged weapon attack (but not in conjunction with any spell). If used in conjunction with a ranged attack, the attack has the same range increment as the weapon used but ignores any range penalties at distances of 60 feet or less.
    If using spiritlash in conjunction with a weapon attack, the thanemage makes a normal melee attack for the weapon, dealing normal damage plus an additional 2d6. Such attacks can strike incorporeal creatures without the usual miss chance, and ignore damage reduction as though the weapon were magical. If the thanemage makes a confirmed critical hit with the weapon, the spiritlash deals an additional 1d10 points of damage for weapons with a critical multiplier of x2, an additional 2d10 for a critical multiplier of x3, and an additional 3d10 for a critical multiplier of x4 or better. For example, a thanemage who makes a confirmed critical hit when using spiritlash with a longsword deals 2d8 weapon damage + 2d6 spiritlash damage + 1d10 spiritlash critical damage (plus any applicable bonus damage).
    Whenever a spiritlash attack hits, the lash attaches itself to the target creature, literally binding itself to the creature's essence. The lash remains attached for 1 round + a number of rounds equal to the thanemage's Charisma bonus (if any), and each round the lash remains attached, it makes normal melee attacks (no matter how the thanemage first attacked with the lash) using the thanemage's base attack bonus (which might allow it multiple attacks). The thanemage's Strength modifier does not apply to the lash's attack or damage rolls, but when attacking on its own, the lash can deal critical hits as spiritstrike.
    The thanemage can use spiritlash a number of times per day equal to 3 + his Charisma modifier (minimum once per day).
  • Stability (Ex) A half-orc gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Still Spell Metamagic (+2 mp) A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.
  • Swift Abjuration (Su) You can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
  • Wave of Mutilation (Su) (         ) 2/day—You unleash magical power in a single sweep of your weapon, projecting metal shards, concussive force, and slicing energy in a 30-foot cone. Roll damage for your attack as normal and apply it to all targets in the cone's area. Your opponents can make DC 2310 + half your base attack bonus + your Intelligence modifier Reflex saves for half damage. Using this feat requires a full-round action that includes making the attack that delivers its effect. This ability can be used a number of times per day equal to your base attack bonus divided by 8, rounded down.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +4 (+4 Int, 0 ranks), Balance +1 (+1 Dex, 0 ranks), Bluff +1 (+1 Cha, 0 ranks), Climb +18 (+20 involving ropes) (+4 Str, 14 ranks), Concentration +25 (+29 cast defensively) (+3 Con, 22 ranks), Craft (weaponsmithing) +7 (+4 Int, 1 ranks, +2 racial), Decipher Script +10 (+4 Int, 6 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +1 (+3 involving ropes) (+1 Dex, 0 ranks), Forgery +4 (+4 Int, 0 ranks), Gather Information +1 (+1 Cha, 0 ranks), Heal +11 (+0 Wis, 11 ranks), Intimidate +4 (+1 Cha, 1 ranks, +2 racial), Jump +18 (+4 Str, 12 ranks, +2 racial), Knowledge (arcana) +18 (+4 Int, 14 ranks), Listen +0 (+0 Wis, 0 ranks), Ride +3 (+1 Dex, 2 ranks), Search +4 (+4 Int, 0 ranks), Sense Motive +0 (+0 Wis, 0 ranks), Sneak +1 (+1 Dex, 0 ranks), Spellcraft +28 (+4 Int, 22 ranks, +2 synergy Knowledge [arcana]), Spot +0 (+0 Wis, 0 ranks), Survival +16 (+0 Wis, 16 ranks), Swim +12 (+4 Str, 8 ranks), Use Rope +16 (+1 Dex, 13 ranks, +2 silk rope)

 Armor Check Penalty -0-0 armor -0 helm -0 shield; Swim Check Penalty -0; Permanent Class Skills None

 Feats Arcane Battle Mastery, Arcane Weapon, Armor Proficiency (light), Blind-Fight, Combat Casting, Fleet-Footed Charge, Hellfire Charge, Improved Counterspell, Improved Critical (battleaxe), Improved Initiative, Martial Weapon Proficiency (all), Power Attack, Power Critical (battleaxe), Rhino's Charge, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Still Spell, Wave of Mutilation, Weapon Focus (battleaxe)
Special Qualities
  • Background Traits ranger favored class.
  • Half-Orc Traits Orc blood; weapon familiarity—orc double axe.
  • Improved Evasion (Ex) A thanemage can avoid even magical and unusual attacks with great agility. If a thanemage makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a breath weapon or fireball), he instead takes no damage. If he fails the save, he only takes half damage. Evasion can only be used if the thanemage is wearing light armor or no armor. A helpless thanemage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
  • Uncanny Dodge (Ex) The thanemage retains his Dexterity bonus to Armor Class (if any) even if caught flat-footed or struck by an invisible attacker (though he still loses his Dexterity bonus to Armor Class if immobilized.)
Spellcasting and Spell-Like Abilities
Thanemage Spells Per Day (0-level 4; 1st 4; 2nd 4; 3rd 4; 4th 3)
DC to Resist 14 + spell level
Caster Level 19th14 levels of thanemage plus 5 levels of abjurant champion; Spell Penetration d20+19d20 +19 caster level; Primary Ability Intelligence

0-level
- 1 mp -
  create equipment, detect magic, flare, mage hand
1st
- 1 mp -
  benign transposition, magic missile, ray of enfeeblement, shield
2nd
- 3 mp -
  Aganazzar's scorcher, blur, concussion weapon sheathe, resist energy
3rd
- 5 mp -
  displacement, energy detonation ward, forceblast, haste
4th
- 7 mp -
  mass resist energy, slashing dispel, trollshape

 Spellbook 0-level—arcane mark, create equipment, dancing lights, detect magic, electric jolt, fermentation, flare, ghost sound, mage hand, mending, read magic. 1st—benign transposition, feather fall, mage armor, magic missile, protection from evil, ray of enfeeblement, shield, swift expeditious retreat. 2nd—Aganazzar's scorcher, blur, concussion weapon sheathe, resist energy. 3rd—dispel magic, displacement, energy detonation ward, fly, forceblast, haste, protection from energy. 4th—crushing despair, dimension door, energy explosion, mass resist energy, scrying, slashing dispel, trollshape.

Miscellaneous Information
 HistoryBrax is an incredibly intelligent person, which is surprising when one realizes he is a half-orc. The hulking, brutish man towers over most humans and favors his orc heritage in regards to strength and stamina. However, despite his tremendous physical assets, Brax relies heavily on his mental capabilities.

Brax was born to a human wizard who was taken as a slave to an orc tribe. Although she despised her captors, she held a deep love for her bastard son. She raised Brax to secretly honor Azuth and have human values, in spite of his brutal orcish upraising. The result was a man of both worlds, able to hold his own with the fiercest orc warrior and exhibit a mastery of magic of his own.

A chance encounter with a band of trolls left Brax's mother and most of the tribe dead. The half-orc felt his time had come to find a new place in the world, and he set out into the lands of men. Of course, he was not well accepted but was tolerated. He used his might to earn coin and his coin to learn more magic.

Today Brax seeks to develop his blend of magic and savagery. He believes a spellcaster does not have to stay in the flanks and can be effective on the front line of a battle. Thus, Brax's axe can always be found at the forefront of any conflict.; AdventuresNone; Lives Remaining 90 Deaths; Last Played n/a

 Languages Common, Draconic, Dwarven, Giant, Illuskan, Orc
 Patron Deity Azuth; Homeland Spine of the World; Heritage 50% Human, 50% Orc; Background Mountain Man
 Height 6 ft. 7 in.; Weight 297 lb.; Age 22; Hair Black; Eyes Gray

Character Level Record
Thanemage Thanemage Thanemage Thanemage Thanemage Thanemage Thanemage Thanemage Thanemage Thanemage
Abjurant Champion Abjurant Champion Abjurant Champion Abjurant Champion Abjurant Champion Thanemage Thanemage Thanemage Thanemage  

 Defeated Enemy Record
Equipment & Possessions
 Magical Items None

 Potions None

 Nonmagical Items backpack (2 gp), battleaxe (10 gp), bedroll (1 sp), belt pouch (1 gp), 2 candles (1 cp each), empty flask (3 cp), explorer's outfit (10 gp), flint and steel (1 gp), grappling hook (1 gp), morningstar (8 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), silk rope (50 ft.) (10 gp), sling, 20 sling bullets (1 cp each), small steel mirror (10 gp), spell component pouch (5 gp), tent (10 gp), 3 torches (1 cp each), trail rations (6 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 0, gp 11, sp 8, cp 0
 Other Wealth None