Ulfen Raider

Bharaz Silverhelm's page

163 posts. Alias of Grumbaki.


Deity

Torag

Languages

Common, Undercommon

Strength 20
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 15
Charisma 8

About Bharaz Silverhelm

Combat
* To Hit: +9/+4 (BaB) + 5 (Str) + 2 (Enchantment) + 1 (WF) +2 (WT) = +19/+11
* Damage: 1d10 (Base) + 7 (Str) + 2 (Enchantment) + 2 (WS) + 2 (WT) + 9 (PA) = 1d10+21

Defenses
* Fort: +6 (base) + 3 (con) + 2 (resistance) = +11
* Ref: +3 (base) + 1 (dex) + 2 (resistance) = +6
* Will: +3 (base) + 2 (wis) + 2 (resistance) +1 (untyped) +3 (armed bravyer) = +11
* AC: 10 (base) + 11 (armor) + 3 (natural armor) + 3 (shield) + 1 (deflection) + 1 (dex) = AC 29
* CMD: 10 (base) + 9 (BaB) + 1 (deflection) + 5 (str) + 1 (dex) = 26 / 30 stability

Race, Traits, Stats:

Dwarf

Traits
* Kraggodan Castaway: Thanks to your travels, you gain one of the following as a bonus language: Common, Hallit, Varisian, or Undercommon. In addition, your homesickness means time spent underground revitalizes your spirits; whenever you are underground either in natural caverns or an artificial complex—you automatically stabilize if brought below 0 hit points, and if reduced to 0 hit points (or you are stable and conscious when below 0 hit points) you do not take the usual 1 point of damage disabled characters take from performing a standard action. This revitalizing effect fades after 4 consecutive days spent underground, but returns after you spend more than a week above ground again.
* Regional Recluse: Gain proficiency with light shields.

Stats

* Str: 16 (10pts) +1 (lvl 4) + 1 (lvl 8) +2 (enchantment) = 20
* Dex: 12 (2pts)
* Con: 14 (4pts) +2 (race) = 16
* Int: 10 (0pts)
* Wis: 13 (3pts) + 2 (race) = 15
* Cha: 10 (0pts) -2 (race) = 8

Feats, Skills, Equipment:

Feats
* Lvl 1: Power Attack
* Lvl 2: Heavy Armor Proficiency
* Lvl 3 VMC Sorcerer: Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. [feat tax]
* Lvl 4: Weapon Focus
* Lvl 5: Weapon Specialization
* Lvl 6: Gloomstorm
* Lvl 7 VMC Sorcerer: Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
* Lvl 8: Shield Brace
* Lvl 9: Advanced Weapon Training Armed Bravery
* Lvl 10: Furious Focus
* Lvl 11 VMC Sorcerer: Toughness
* Lvl 12: Greater Weapon Focus
* Lvl 13: Greater Weapon Specialization
* Lvl 14: Deadly Aim
* Lvl 15 VMC Sorcerer: Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
* Lvl 16: Penetrating Strike
* Lvl 17: Steel Soul
* Lvl 18: Greater Penetrating Strike
* Lvl 19 VMC Sorcerer: Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
* Lvl 20: Armor Focus

Skills
* Knowledge Planes: 4 SP (+4)

Equipment 46,000
* Belt of Mighty Hurling: +2 Str, use str to hit with throwing weapons, +10ft range when throwing (14k)
* Comfort Plate Armor +2: +10 AC, +1 max dex, -4 ACP (10650)
* Ring of protection +1 (2k)
* Ring of sustenance (2.5)
* Amulet of natural armor +1 (2k)
* Cloak of resistance +2 (4k)
* Buckler +1 (4155)
* Bag of holding 1 (250lbs) (2.5k)
* Wayfinder with cracked pink and green sphere ioun stone: +1 intimidate, +1 will saves (700)
* 3495

Gloomblade Fighter:

[spoiler=Gloomblade]
* Bravery (Ex)
- Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

* Shadow Weapon (Su)
- A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.
- At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
- At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)
- At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.
- At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.
- This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).

* Shadow Weapon Training (Ex)
- At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels.
- At 9th level, whenever a gloomblade creates one or more shadow weapons, he can apply any one of the following shadow effects (chosen upon creation) to one of them.
- During the gloomblade’s turn, he can increase his reach with that weapon by 5 feet.
The gloomblade can increase a thrown shadow weapon’s range increment (if any) by 20 feet.
- When he hits a foe with a melee attack with the weapon, he can use it to perform a reposition combat maneuver against the creature hit as a swift action. This does not provoke attacks of opportunity.
- Attacks made with the weapon ignore hardness equal to or less than the gloomblade’s fighter level.
- For every 4 levels he has beyond 9th, a gloomblade can apply an additional effect to his shadow weapons, to a maximum of three effects at 17th level; these effects can be split between multiple shadow weapons as a gloomblade desires, but they don’t stack with themselves.
- This alters weapon training.