Golem-Breaker

Brunhild Liefdottir's page

382 posts. Alias of Grumbaki.


Deity

Moradin

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

About Brunhild Liefdottir

THACO: 20 (Base) -2 (Strength) -1 (weapon specialization) -1 (Enchantment) = 16
Damage: 1d8 (Battleaxe) +5 (Strength) +2 (weapon specialization) +1 (Enchantment) = 1d8+8
AC: 10 (Base) -5 (Chainmail) -1 (Shield) = 4
HP: 12

Spells Prepared:
* Bless
* Cure Light Wounds

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: None
* 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
** Battle Axe (specialized)
* Spear (proificient)
* Hammer (proficient)

Equipment:
* Weapons & Armor
- Chainmail
- Medium Shield
- Silver Holy Symbol (Helmet)
- Battle Axe (specialized)
- 5 Spears

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

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 (Warrior, Level 1–2): 14
* Modifiers: Constitution 16 → +2 bonus = Final Save: 12
* 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: 16
* Modifiers: Constitution 16 → +2 = Final Save: 14
* 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
* Modifiers: Constitution 16 → +2 = Final Save: 13
* What it protects against:
- Petrification: like from a basilisk or medusa
- Polymorph: magical transformations (polymorph other, flesh to stone)

4. Breath Weapon
* Base Save: 17
* Modifiers: None (no Con bonus here) = Final Save: 17
* What it protects against:
- Dragon breath, elemental blasts, etc.
- Example: Red dragon’s fire, blue dragon’s lightning

5. Spell
* Base Save: 17
* Modifiers:
-8 Constitution 16 → +2 = Final 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).

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.

Classes and XP Tracker:

Fighter 0 XP

Cleric 0 XP