Ulfen Raider

Bharaz Silverhelm's page

173 posts. Alias of Grumbaki.


Alignment

Lawful Neutral

Deity

Moradin

Strength 189
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 16
Charisma 14

About Bharaz Silverhelm

* THACO: 20 (Base) -2 (Strength) -1 (weapon specialization) -1 (Enchantment) = 16
* Damage: 1d4+1 (Warhammer) +5 (Strength) +2 (weapon specialization) +1 (Enchantment) = 1d4+9

* AC: 10 (Base) -6 (Splintmail) -1 (Shield) -2 (Dex) = AC1
* HP: 11

* Spells Prepared:
- Cure Light Wounds x2

Race, Stats:

Sundered Dwarf
* Abilities: +1 Str +1 Con -1 Cha
* VISION: Infravision up to 30 feet.
* ATTACK BONUS +1 to attack Orcs, Half-Orcs, Goblins, and Hobgoblins. Larger monsters suffer -4 to attack a Dwarf.
* RESISTANCES: Sundered Dwarves get a +1 bonus for every 3 ½ points of their Constitution score to saving throws against: poison (Sundered dwarves do not have claustrophobia as a racial rule, though it is common among them on an individual level. However, much like drow who lose their magic resistance when away from the underdark, sundered dwarves have lost their magic resistance after generations on the surface)
* UNDERGROUND DETECTION
* MAGICAL MALFUNCTIONS: If a magical item is not specifically created for the dwarf's class, there is a 20% chance (40% for gully dwarves) that the item will malfunction when it is used. A check is made each time the dwarf uses the item and affects only the current use; it may work properly the next time. This applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and most other magical items. Also, DMs should note that a malfunction is not usually just a simple failure to function. The item usually does something dramatic and colorful, at the DM's discretion. Dwarves have learned to master some magical items. Weapons, shields, armor, gauntlets, and girdles always work. Dwarf priests and warrior/priests may use clerical items without malfunction. Dwarves also recognize cursed magical items that malfunction in their hands. They may dispose of malfunctioning items.

Stats
* Rolled: 17/16/16/15/15/12

Str: 17+1 =18/93
Dex: 16
Con: 15+1=16
Int: 12
Wis: 16
Cha: 15-1=14

Proficiencies and Equipment:

Weapon Proficiencies
4
** Warhammer (specialized)
* Light Hammer (proficient)
* Unarmed (proficient)

Equipment:
* Weapons & Armor
- Splintmail
- Medium Shield
- Baraz-Gil: Silver Holy Symbol (Helmet)
- Khar-Zun: +1 Warhammer
- 5 Light Hammers

* Gear
- Backpack
- Bedroll
- Mess kit (cup, plate, spoon)
- Waterskin
- Flint & steel
- Smithing Tools
- 18 gold

Nonweapon Proficiencies
3 (base) + 1 (int) + 3 (bonus from kit)
* Endurance (Con)
* Intimidation (Cha)
* Religion (Int)
* Alertness (Wis)
* Dwarf Runes (Int)
* Blacksmithing (Str)
** Armorer (Int)

Saving Throws:

Paralyzation, Poison, or Death Magic
* Base Save: 13
* Modifiers: Constitution 16 → +2 bonus = Final Save: 11
* What it protects against:
- Poison (ingested, inhaled, contact, etc.)
- Magical/paralyzing effects (e.g., ghoul touch)
- Death magic (e.g., slay living, finger of death)

Rod, Staff, or Wand
* Base Save: 14
* Modifiers: Constitution 16 → +2 = Final Save: 12
* What it protects against:
- Magical effects coming from rods, staves, or wands
- Examples: Wand of Fireballs, Staff of Striking, Wand of Fear
- Key Tip: This is distinct from general spells — only magic items.

3. Petrification or Polymorph
* Base Save: 15
* What it protects against:
- Petrification: like from a basilisk or medusa
- Polymorph: magical transformations (polymorph other, flesh to stone)

4. Breath Weapon
* Base Save: 16
* What it protects against:
- Dragon breath, elemental blasts, etc.
- Example: Red dragon’s fire, blue dragon’s lightning

5. Spell
* Base Save: 15
* What it protects against:
- Direct spell effects not already covered by the other categories.
- Example: Charm Person, Hold Person, Magic Missile, Sleep
- Key Tip: This is your catch-all save for non-item, non-breath, non-death-related spells.

7. Wisdom
* +2 bonus to saving throws vs. mind-affecting spells (e.g., charm, fear, confusion).

8. Raw
* +4 bonus to saving throws vs poison

Champion Kit:

A Champion is a member of a religion (Moradin) who has been selected to undergo intensive training as a warrior. He is expected to defend his creed at all times, and may be called upon to do so in single combat against an evil monster or members of an enemy religion.

A Champion must have Strength and Wisdom scores of at least 15. He must also have a Charisma of at least 14.

Barred: A Champion cannot belong to a religion that has restrictions against violent behavior.

Role: The Champion defends his religion with his life and superior combat ability and maintains a clear head to promote it. As a defender of his creed, he must always act in its best interest, even when doing so causes him distress or physical harm.

Secondary Skills: He should have the Armorer and Weaponsmith secondary skills.

Weapon Proficiencies: He may have any weapon proficiency. Unlike other warrior/priests, he may specialize in one weapon. This weapon must be chosen when the kit is taken and cannot be changed. He may never specialize in any other weapon.

Bonus Nonweapon Proficiencies: Endurance, Intimidation, Religion.

Recommended Nonweapon Proficiencies: Alertness, Ancient History, Blind-fighting, Dwarf Runes, Hunting, Local Dwarf History, Musical Instrument, Singing.

Equipment: A Champion is allowed one weapon specialization (this is an exception to the restriction against multi-class characters). This weapon is specially blessed and acts in all respects as a magical weapon +1; it can even harm monsters that can only be hit by magical weapons. The weapon may be +2 or higher and/or have added bonuses when used to attack certain types of monsters, such as undead. The blessed weapon belongs to his church and he is charged with its care. It may never be lent and, if lost, his paramount duty becomes its recovery.

A Champion who finds a superior weapon and decides to keep it must return his blessed weapon to the main temple of his religion as soon as he is able.

Distinctive Appearance: Champions are marked by their role and have an air of superiority. They usually dress in fine clothes, unless specifically forbidden to do so by their religion.

Special Benefits: See Equipment and Weapon Proficiencies.

Special Hindrances: He may never a refuse a fight related to his religion. He must defend it at all times. He may be requested to perform tasks set by his superiors. If he refuses to accept a challenge or a quest, he loses his weapon specialization and his religion will send another Champion to reclaim his blessed weapon.

Wealth Options: A Champion starts with 6d4x10 gp.

Rough plan on hammer progression:

* Replaces usual types of gear/wealth found at said levels
* Rough estimate, subject to change

* Lvl 3ish Cleric: When on person (and no other melee weapon used) infravision increases from 30ft to 60ft
* Lvl 8ish Cleric: When on person (and no other melee weapon used) gains dwarven magic resistance
* Lvl 11ish Cleric: Gains the “called” ability (command word to summon the hammer)
* Lvl 14ish Cleric: Provides +1 Wisdom when on person (and no other melee weapon used)
* Lvl 17ish Cleric: Provides +1 Wisdom when on person (and no other melee weapon used)

Represent Moradin “fixing” a sundered dwarf, based on the cleric’s piety and efforts

Classes and XP Tracker:

Fighter 0 XP

Cleric 0 XP

Background:

“When did this happen?” The bearding asked, wide eyed. A weary elder shook his head as he slowly closed the book. It was a cautionary tale told to the young. A tale of when their home, Karaz Bryn was lost. The ground had shook, swallowing the Clan Hold. It was a natural disaster that, in one day, removed the Hold from the map and sent the Clan into exile. For generations they had lived on the surface, passing down the tale of woe from generation to generation. Each young dwarf was taught about the rapacious greed of the earth. Each was shown the relics of the Clan.

Baraz-Gul It was a silver helmet, inscribed on every inch of it with holy runes of Moradin. Not magical in and of itself, but rather a symbol of their unbroken faith.

Khar-Zun Forge Thunder. A smithing hammer made so large that it was more akin to a warhammer. It had reportedly been used to defend the hold when it was little more than a prospector’s mine.

Beardlings were shown these relics, so teach them that even living on the surface that their Clan still existed. That home was where the Clan was. That there was no need to search below ground for what was lost, when they had what they needed. This was a lesson that usually was received well. That is, except for Bharaz.

The bearding always had a strange glint in his eyes when the stories were told, and was *far* too interested in tales of the old. And unlike other young clansmen, he trained hard. Not as a militiaman alongside their human neighbors. Not as a smith, taking up the Clan trade. But rather be trained tirelessly, refusing to elaborate as towards who drove him. Instead he merely appeared unhappy. Restless. Unfulfilled. His elders had hoped that it was but a phase, and then decided to accept that it just how he was.

It wasn’t until word reached them of an expedition to find and settle a new home that it became clear. He was not the only young dwarf who decided to join. Some went for the pay. Others went in search of better markets for their wares. A rare few were drawn to the idea of returning to the earth and their ancestors. Bharaz was one such dwarf, and in this he was far more boisterous than most.

Bharaz declared that he was leaving to join it, and that he would be part of founding a new Hold. One that would last. One that would make their ancestors proud. The passion in his voice stemmed from a slow but steady buildup. A stubborn desire that a human would never be able to replicate. For a dwarf’s mind was like stone, and once carved was hard to change.

The longbeards tried to talk him down. Then they tried to yell him down. The earth, they warned, would swallow him for his hubris. Infuriated by their cowardice, he marched straight into the Clan’s meeting hall, along with his fellow firebrands, and they forced their way to the pedestals that their relics were kept on.

In the ensuing debate/brawl, he took up Khar-Zun and raised it up high. He declared that it was made when their home was but a mine, and it represented the drive to settle and explore. To make and create. And that in Moradin’s name he would walk in those footsteps! Upon this oath, and with the clans dwarves yelling and arguing, the runes on the hammer came to life. It was as clear a sign as any of Moradin’s favor. It was also the day Bharaz became a cleric.

Now he marches alongside the dwarves, gnomes and halflings in the expedition, for those races had sheltered his people and the settlement would be one for all. And to Bharaz’s delight, it would include much of his Clan, who had made the difficult decision to walk in the steps of their forefathers. Khar-Zun rests upon his belt and Baraz-Gul sits upon his head. He is a dwarf that marches with a purpose. He feels the weight of the ancestors upon his shoulders, along with the knowledge that the future is within his hands. It would be a crippling burden, if not for the light of his God and the strength of his convictions.