Bard

Bertolt Siegward Zeindolf's page

145 posts. Alias of CampinCarl9127.


Full Name

Bertolt Siegward Zeindolf

Race

Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3

Classes/Levels

Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Gender

Male

Size

Medium

Age

99

Alignment

LG

Deity

Torag

Languages

Common, Dwarven

Strength 19
Dexterity 12
Constitution 18
Intelligence 12
Wisdom 18
Charisma 8

About Bertolt Siegward Zeindolf

Statistics:
Ancestry Dwarf (Death Warden) Background Amnesiac Class Fighter (Bastion) 7
Alignment LG
Senses Perceptionᵐ +17 (+2 on initiative); darkvision
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DEFENSE
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ACᵗ 26 (+7 armor, +9 proficiency)
hp 115
Fortᵉ +16, Refᵉ +13 (+2 vs damage via bulwark), Willᵉ +16 (+bravery) (+death warden)
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OFFENSE
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Speed 25 ft.

Melee Storm Hammerᵐ +18 (1d8+4+3+1)
Shield Bashᵉ +16 (1d6+4+2)
Longswordᵉ +15 (1d8+4+2)
Light Hammerᵐ +17 (1d6+4+3)

Ranged Light Hammerᵐ +14 (1d6+4+3)
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STATISTICS
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Str 19, Dex 12, Con 18, Int 12, Wis 18, Cha 8
Weapons Unarmed Attacks/Simple Weapons/Martial Weaponsᵉ, Advanced Weaponsᵗ, Hammersᵐ, Advanced Hammersᵉ
Defenses Unarmored Defense/All Armorᵗ
Ancestry Feats Unburdened Iron, Dwarven Reinforcement
Fighter Feats Double Slice, Aggresive Block, Powerful Shove, Shield Warden
Archetype Feats Bastion Dedication, Disarming Block, Nimble Shield Hand
Skill Feats Quick Repair, Assurance (crafting), Specialty Crafting (Blacksmithing)
General Feats Fleet, Toughness
Free Feats Shield Block (from fighter), Reactive Shield (from Bastion Dedication)
Skills Athleticsᵉ +15, Craftingᵐ +15 (+1 Blacksmithing), Medicineᵗ +13, Perceptionᵉ +17, Stealthᵗ +10, Survivalᵗ +13
Non-Standard Skill Bonuses +1 Crafting (item)
Languages Common, Dwarven

Special Abilities:

Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Clan Dagger You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.

Death Warden Dwarf Your ancestors have been tomb guardians for generations, and the power they cultivated to ward off necromancy has passed on to you. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.

Attack of Opportunity Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Attack of Opportunity reaction.

Bravery Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

Battlefield Surveyor Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.

Weapon Specialization You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Special Actions:

Attack of Opportunity (reaction)
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Double Slice (2 actions)
You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty.

If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.

Raise a Shield (1 action)
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.

Reactive Shield (reaction)
Trigger An enemy hits you with a melee Strike.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

Shield Block (Shield Warden) (reaction)
Trigger While you have your shield raised, you (or an adjacent ally) would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Aggressive Block (Powerful Shove) (free action)
Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and no larger than two sizes larger than you.
You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier. This happens regardless of how you Shoved the creature.

Disarming Block (free action)
Trigger You Shield Block a melee Strike made with a held weapon.
You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.

Gear/Possessions:

Bulk Limit 14
Encumbrance Limit 9
Carried Bulk 9 (L x2)
Money 152 GP 9 SP 0 CP
Storm Hammer (item 3) (bulk 1)
Minor Sturdy Shield (item 4) (bulk 1)
- +1 Shield Boss (5sp)
Longsword (1gp) (bulk 1)
+1 Striking Composite Longbow
Light Hammer x2 (6sp) (bulk L x2)
+1 Ghost Touch Whip (item 4)
+1 Resilient Full Plate (item 2) (bulk 4)
+1 Weapon Potency Rune (etched onto shield boss) (item 2)
Blacksmith Tools (4gp) (bulk 2)
Owlbear Claw (3gp)
Jade Cat (6gp)
Healing Potion (minor) (4gp)
Elixir of Life (minor) x2 (6gp)
Crafter's Eyepiece (60gp)
Superb Repair Kit (25gp)

Ability Score Tracking:

Str 10 +2 (dwarf) +2 (background) +2 (fighter) +2 (free)
Dex 10 +2 (free)
Con 10 +2 (dwarf) +2 (background) +2 (free)
Int 10
Wis 10 +2 (dwarf) +2 (background) +2 (free)
Cha 10 -2 (dwarf)

Background:
Bertolt remembers nearly nothing of his life. His mind petrified for so long that it began to deteriorate, but fortunately he lost memory before his sanity. He still retains a strong sense of who he is and why he is where he is. A vanguard against the horrors of the underworld, to protect against and destroy the legions of undead created by their dark masters. He is sure he was an honorable and stalwart knight, part of some kind of order, and proud of his name and lineage. But the details escape him. Perhaps pushing forward will reveal a way to return his memories, or perhaps just crushing as many undead as possible beneath his boots will jog his mind.

Appearance and Personality:
Bertolt has a broad and solid build, even for a dwarf, with height just above average. He has thick dark brown hair, meticulously combed back and braided, and a lusciously thick beard. Fierce eyebrows jut up above emerald green eyes, and his face carries a collection of faint scars and crinkles around his eyes. His nose is bulbous and somewhat crooked, and one eye is somewhat larger than the other, remnants of old wounds that never quite healed right. He wears a brilliant set of full plate one would expect of a paladin, and a tabard with a detailed coat of arms.

Bertolt is a dwarf who lives fiercely. He revels and grieves as heartily as he throws himself into battle, never letting a day alive go to waste. His ideals, morality, and unbreakable loyalty would be easily welcomed among the ranks of paladins. He can be incredibly stubborn, especially in personal tests, but tries to curtail this if it comes at the expense of others. Bertolt is a warm and hearty soul who is afraid of nothing except being too afraid to live.

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