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Man with a Pickaxe

Sir Rolund ir'Kraal's page

777 posts. Alias of Green Giant.


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About Sir Rolund ir'Kraal

Sir Rolund ir’Kraal (95,470 XP)
Male Thranish Human ex-Paladin 4 of the Silver Flame/Bone Knight 6
LG Medium Humanoid (Human)
Action Points 2 (2d6)
Init +1; Senses Perception +2
Aura courage (10 ft., allies +4 against fear)
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Defenses
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AC 26, touch 12, flat-footed 25 (+1 Dex, +11 armor, +3 shield, +1 deflection)
hp 72-19 (4d10+4 plus 6d8+6)
Fort +12, Ref +8, Will +12
DR 3/bludgeoning; Immune fear, disease, nonlethal damage, stunning
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Offense
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Speed 20 ft. (4 squares); base 30 ft.
Melee +1 icy burst flametouched iron longsword +15/+10 (1d8+6 plus 1d6 cold/19-20)
Melee silver heavy mace +11/+6 (1d8+2)
Melee masterwork dagger +12/+7 (1d4+3/19-20)
Ranged +1 composite longbow [+3 Str] +10/+5 (1d8+4/x3)
Ranged masterwork dagger +10 (1d4+3/19-20)
Ranged masterwork throwing axe +10 (1d6+3)
Special Attacks channel negative energy (5d6, DC 19), lay on hands 3/day (2d6 hp)
Spell-like Abilities (CL 8th)
2/day–chill touch (DC 15), touch of idiocy
Paladin Spells Prepared (CL 6th)
2nd–bull’s strength*, righteous vigor*
1st–bless weapon, divine favor, grace*
* already cast
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Tactics
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Before Combat Rolund casts bull’s strength, divine favor, and bless weapon in that order if given enough time before battle starts.
During Combat If facing against a single nonundead or nonconstruct enemy, Rolund will use his Intimidating Strike feat (one attack as a standard action, -2 to attack, +2 to free Intimidate check) to shake his opponent for the encounter. Against opponents with DR, he will use the Vital Strike feat to overcome their damage reduction.
Morale Rolund will continue fighting until death if his companions have not retreated during that time.
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Statistics
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Abilities Str 17 (21), Dex 12, Con 12, Int 12, Wis 14, Cha 16 (18)
Base Atk +8; CMB +11; CMD 23
Feats Aberrant Dragonmark (chill touch)*, Intimidating Strike, Lesser Aberrant Dragonmark (touch of idiocy), Mounted Combat, Vital Strike, Weapon Focus (longsword)
* human bonus feat
Skills Craft (armorsmithing) +10 {6cr}, Craft (weaponsmithing) +10 {6cr}, Diplomacy +10 {3cr}, Intimidate +17 [+21 in armor] {9cr}, Knowledge (religion) +8 {4cr}, Perception +2 {0r}, Ride +7* {9cr}, Sense Motive +10 {5cr}
* armor check penalty
Languages Common, Celestial
SQ bone march (24 HD, up to 6 HD per creature), bonecraft weapon, death’s bond, divine grace, fill the ranks, master of the white banner (+4)
Combat Gear potion of heroism, potion of cure moderate wounds, potion of shield of faith (+2), 2 jugs of goodberry wine (9 doses), 2 scrolls of magic weapon [CL 1]; Other Gear +2 bonecraft full plate, +1 heavy steel shield, +1 flametouched iron longsword, +1 composite longbow [+3 Str], quiver w/15 arrows, silver heavy mace, masterwork dagger, masterwork throwing axe, cloak of charisma +2, ring of protection +1, silver holy symbol, belt pouch (26 gp, 14 sp, 13 cp), Heward’s handy haversack [everburning torch, studded leather armor, bedroll, winter blanket, flint and steel, small steel mirror, 5 days rations, waterskin, whetstone, courtier’s outfit w/silver jewelry, traveler’s outfit, identification papers w/portrait, traveling papers (Karrnath to Breland), Kundarak letter of credit (1,110 gp)]
Total encumbrance 89.5 lbs. (medium load)
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Special Abilities
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Bone March (Su) As a standard action, Rolund can assume control of up to 24 Hit Dice of animated undead from a willing caster, provided the caster and the undead are within 60 feet of him. He cannot control any individual undead creature with 7 or more Hit Dice.
Bonecraft Weapon (Ex) Rolund can craft weapons with pieces of bone worked into the design if he has at least 6 ranks in Craft (weaponsmithing). The bonecraft weapon has the same cost and time to create as a normal weapon of that type and with additional time and money it can be made as a masterwork bonecraft weapon (which my then be further enhanced through magic). In the hands of Rolund or a bone knight of 6th level or higher, the bonecraft weapon deals an additional +1d6 points of damage against living creatures. A bonecraft ranged weapon bestows this benefit on its ammunition.
Death’s Bond (Sp) Once per day for 10 minutes, Rolund may enhance his weapon as a standard action by calling upon a spirit from Dolurrh, the Realm of the Dead. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, bane (undead), brilliant energy, defending, disruption, frost, ghost touch, icy burst, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The spirit imparts no bonuses if the weapon is held by anyone other than Rolund but resumes giving bonuses if returned to him. These bonuses apply to only one end of a double weapon.
Fill the Ranks (Sp) Once per day, Rolund can cast a limited form of animate dead, creating a Karrnathi skeleton or Karrnathi zombie. This undead counts toward the maximum number of Hit Dice of undead that Rolund can control.
Lay on Hands (Su) Rolund’s lay on hands ability heals undead as well as living creatures.
Master of the White Banner (Su) Undead under Rolund’s control and that are within 60 feet of him gain a +4 channel resistance.
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Notes
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Hook “Death to all!”
Description Rolund stands an even 6 feet weighing 180 lbs. He has short white hair and his bitter, haunted face is framed by a pair of stone gray eyes. A former knight of Thrane who was excommunicated by the Church of the Silver Flame for reasons unknown, Rolund was taken in by Karrnath and in time, became a Bone Knight as a way to break from his past. His adoption of his new homeland was complete when he took a new name to symbolize his allegiance to Karrnath. He is a bitter depressed man distrusted by his own superiors and hated by his former brethren.

Basher

Spoiler:
Basher
Male Personality Charger Warforged Barbarian 1
LN Large Construct (Living Construct)
Init +1; Senses Perception -1
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Defenses
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AC 19, touch 11, flat-footed 18 (-1 size, +1 Dex, +8 armor, +1 deflection)
hp 73-74 (4d10+28 plus 1d12+7 plus 4)
Fort +10, Ref +2, Will +0
DR 2/adamantine; Immune living construct traits; Resist moderate fortification
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Offense
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Speed 30 ft. (6 squares)
Melee 2 slams +13 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks rage 9 rounds/day
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Tactics
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Before Combat Basher rages at the first opportunity before combat.
During Combat Basher charges if possible at the first opponent he sees to take advantage of his Powerful Charge feat.
Morale Basher continues fighting until disabled or there are no more creatures to fight.
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Statistics
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Abilities Str 26, Dex 13, Con 24, Int 4, Wis 8, Cha 1
Base Atk +5; CMB +14; CMD 26
Feats Adamantine Body {B}, Improved Bull Rush, Power Attack, Powerful Charge {B}, Toughness
Skills Acrobatics +4* {5cr}, Perception -1 {0cr}
*armor check penalty
Languages Common
SQ adamantine fists
Combat Gear oil of repair moderate wounds; Other Gear amulet of mighty fists +1, ring of protection +1.
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Special Abilities
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Adamantine Fists (Ex) Basher’s hammer-like fists are forged of adamantine, allowing it to overcome the damage reduction of other constructs and to ignore the hardness of objects.
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Notes
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Hook “Basher bash!”
Description Basher looks like an ogre-sized gorilla, walking on both its short legs and its hammerlike hands. Its body is heavily plated and weighs some 2,400 lbs.

When raging, Basher has the following changed statistics
AC 17, touch 9, flat-footed 16 (-1 size, -2 rage, +1 Dex, +8 armor, +1 deflection)
hp 83-74 (4d10+36 plus 1d12+9 plus 4)
Fort +12, Will +2
Melee 2 slams +15 (1d8+11)
Abilities Str 30, Con 28
CMB +16; CMD 26

Bor

Spoiler:
Bor
Male Minotaur Fighter 1
LN Large Monstrous Humanoid
Init +0; Senses darkvision 60 ft., scent; Perception +12
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Defenses
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AC 24, touch 10, flat-footed 24 (-1 size, +9 armor, +1 deflection, +5 natural)
hp 59-42 (6d10+12 plus 1d10+2)
Fort +7, Ref +5, Will +8
Defensive Abilities natural cunning
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Offense
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Speed 20 ft. (4 squares)
Melee +1 greataxe +14/+9 (3d6+10/x3) and gore +7 (1d6+6)
Ranged throwing axe +7 (1d8+6)
Ranged +1 great crossbow +2 (2d8+1/18-20)
Space 10 ft.; Reach 10 ft.
Special Attacks powerful charge (gore +14, 2d6+9)
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Tactics
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Before Combat Bor adjusts sights on his +1 great crossbow before attacking.
During Combat Bor attacks with ranged weapons, followed by a powerful charge, and then finishing his opponent(s) with his +1 greataxe.
Morale Bor will continue to battle as long as it is honorably possible.
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Statistics
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Abilities Str 22, Dex 10, Con 14, Int 11, Wis 12, Cha 12
Base Atk +7; CMB +14; CMD 25
Feats Cleave, Iron Will, Keen Scent, Power Attack, Weapon Focus (greataxe)
Skills Diplomacy +6 {5r}, Intimidate +8 {4cr}, Perception +12 {4cr}, Ride -2* {1cr}, Survival +12 {4cr}; Racial Modifiers +4 Perception, +4 Survival
*armor check penalty
Languages Common, Giant
Combat Gear nil; Other Gear +1 half-plate, +1 greataxe, 2 throwing axes, +1 great crossbow with sights, 10 bolts(?), ring of protection +1, 18 gp
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Special Abilities
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Natural Cunning (Ex) Bor is immune to maze spells and can never get lost. He cannot be caught flat-footed.
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Notes
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Hook
Description A traveller from far-off Xendrik, Bor fell into bad company when he accepted mercenary work from Daask. Now seeking to make amends. Despite his bestial appearance, Bor is calm, scrupulously polite and civilised, and claims to be a prince from an unknown minotaur kingdom to the south of the drow-infested jungles of the Dark Continent.



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