Harsk

Drazh Anviltamer's page

1,437 posts. Alias of Grumbaki.


Full Name

[CAMPAIGN COMPLETE!]

Race

Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy)

Classes/Levels

Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Gender

Dwarven Stalwart Defender (8, lvl16) DR (4/-)

Age

58

Special Abilities

Mending, Familiar: open/close and prestidigitation at will / Endure Elements

Languages

Common, Varisian, Dwarven, Giant, Sign Language, Undercommon

Strength 23
Dexterity 20
Constitution 16
Intelligence 12
Wisdom 22
Charisma 8

About Drazh Anviltamer

Combat
* To Hit: +25/+16/+11 (+16/+11/+6 BaB, +7 Str, +1 Enchantment, +1 Trait, +1 WF, -5 PA)
* Good Aligned Silver Damage: 2d6+23 (+10 Str, +12 PA, +1 Enchantment) +1d6 (acid)
* vs evil +2d6 damage

[dice=Hit]1d20+25[/dice]
[dice=Iterative 1]1d20+16[/dice]
[dice=Iterative 2]1d20+11[/dice]

[dice=Good Aligned Damage]2d6+26[/dice]
[dice=Holy vs evil]2d6[/dice]
[dice=Acid]1d6[/dice]

Modifiers
* Defensive Stance: +2 Hit +3 Damage
* Vampiric Might: +1 Hit, +2 Damage
* Vs Giants: +5 Hit, +5 Damage, +4 AC
* Vs Undead: +2 Hit, +2 Damage
* Adaptable Study: +2 Hit, +2 Damage

Ranged Chakram 30ft
To Hit: +18/+13/+8
Damage: 1d8+1d6+6

Ranged Bow
To Hit: +19/+14/+9
Damage: 1d8+1d6+1d6+3

Stats:

Base

Str (18) Dex (16) Con (16) Int (10) Wis (15) Cha (8)

* Lvl4: +1 Wis
* Lvl 8: +1 Str
* Lvl 12: +1 Str
* Belt: +4 Str ( enchantment)
* VMC: +3 Dex (enchantment)
* Headband: +6 Wis

Race, Traits:

Dwarf
* Darkvision (60ft)
* Giant Hunter (Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.)
* Craftsman (Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. )
* Stonecunning (Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.)
* Defensive Training (Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.)
* Hardy (+2 vs spells, SLAs and poison)
* Stability (Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.)
* Slow and Steady (20ft movement, never slowed by armor or encumbrance)

Traits
* Giant Slayer (Campaign: You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.)
* Ease of Faith (Faith: +1 Diplomacy and Class Skill)
- Foul Brand (Drawback: You have the symbol of dranngvit burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks.)
* Ancestral Weapon (Regional: You begin play with a masterwork silver earthbreaker. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.)
* Rich Parents (Social: Your starting wealth increases to 900 gp)
* Bloody Minded (Combat: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.)

Fortune Finder Infiltrator Ranger (6) Constable Cavalier Order of the Guard (1) Vampire Hunter (1) Stalwart Defender (8):

Favored Enemy Undead
* He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Hinterlander
* A fortune-finder adds 1/2 his level (minimum 1) on all Climb and Swim checks.

Wild Empathy
* A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
* To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
* The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Adaptation
* At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.
* At 8th, 13th, and 15th-level, the Ranger chooses another one of his favored enemy types and selects one adaptation from that type’s list, as well as an additional adaptation from any one list of a creature type he’s selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.
* Undead: darkvision 60 ft., Great Fortitude, Iron Will, natural armor (+2). Skill Focus (Stealth)

Adaptable Study
* At 4th level, a fortune-finder can adapt and orient himself to new environments and new enemies. He gains a +1 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks whenever he is in a terrain he hasn’t selected as one of his favored terrains. He leaves no trail and can’t be tracked in any such terrain (though he can leave a trail if he so chooses).
* In addition to this, the fortune-finder can study an opponent he can see as a move action. He then gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, as well as on weapon attack and damage rolls against it. The bonus is equal to half the fortune-seeker’s highest favored enemy bonus. A fortune-finder can’t attempt Knowledge checks untrained to identify an opponent he has studied with adaptable study. Bonuses from adaptable study don’t stack with those from the favored enemy ability. The ranger can study only a single target at a time.
* This ability replaces hunter’s bond.

Challenge
At the start of each day, an order of the guard cavalier must declare a person or object (including an easily defined group of objects, such as a series of chests or a collection of books) that he is dedicated to protecting that day, typically the subject he has been hired to protect; the selected item is known as the cavalier’s ward. Whenever the cavalier issues a challenge, he receives a +1 morale bonus to AC against the target of his challenge so long as the cavalier is physically located between his ward and the target. This bonus increases by 1 for every 4 levels the cavalier possesses.

Skills: An order of the guard cavalier adds Knowledge (geography) and Perception to his list of class skills. Additionally, an order of the guard cavalier receives a bonus on Knowledge (nobility) checks equal to 1/2 his cavalier level (minimum +1).

Detect Undead (At will, a vampire hunter can use detect undead, as the spell. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds. While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range.)

Track (+1/2 Vampire Hunter level to survival when following tracks)

Vampiric Might (Swift action, 1 minute duration. +2 Str and all attacks magical)

Defensive Stance
At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trance-like determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear’s endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day. The stalwart defender can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a defensive stance, the stalwart defender gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. The increase to Constitution grants the stalwart defender 2 hit points per Hit Die, but these hit points disappear when the defensive stance ends and are not lost first like temporary hit points. While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If he enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves. If the stalwart defender moves under his own power as a result of an enemy’s successful use of the Bluff skill or an enchantment spell, his stance ends.

The stalwart defender can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell).

Internal Fortitude
* While in a defensive stance, the stalwart defender is immune to the sickened and nauseated conditions.

Clear Mind
* The stalwart defender may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The stalwart defender must take the second result, even if it is worse. This power can only be used once per defensive stance.

Uncanny Dodge and Improved
* At 3rd level, a stalwart defender gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A stalwart defender with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If the character gains uncanny dodge from a second class, he automatically gains improved uncanny dodge)
* At 7th level, a stalwart defender can no longer be flanked. This defense denies rogues the ability to use f lank attacks to sneak attack the stalwart defender. The exception to this defense is that a rogue at least four levels higher than the stalwart defender can f lank him (and thus sneak attack him).

Mighty Resilience
* The stalwart defender automatically negates the additional damage of one successful critical hit or sneak attack, as well as other abilities or effects that rely on a successful critical hit or sneak attack (such as blinding from Blinding Critical or bleed from sneak attack). The stalwart defender takes only normal damage from the attack. This power may only be used once per defensive stance. The stalwart defender must be at least 6th level to select this power.

Feats, Skills, Equipment, Spells:

Feats
Lvl 1: Extra Traits
Lvl 2 Ranger: Power Attack
Lvl 3 Ranger: Endurance
Lvl 3 VMC: Hedgehog Familiar
Lvl 4 Constable: Heavy Armor Prof, Improved Unarmed Strike, Scarred Legion
Lvl 5: Dodge
Lvl 6 Ranger: Furious Focus
Lvl 7 VMC-a: Physical Enhancement (You gain a +1 enhancement bonus to one physical ability score (Strength Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells
Lvl 7 VMC-b: Augment (As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.)
Lvl 8 Vampire Hunter: Weapon Focus Earthbreaker
Lvl 9: Toughness
Lvl 11 VMC Mending
Lvl 13: Ironhide
Lvl 15: Craft magic arms and armor

Skills
* Perception: 15 SP (+25) +2 Stonework +2 Undead +1 Giants
* Survival: 8 SP (+15) +1 track +3 track giants +3 track undead
* Knowledge Dungeoneering: 3 SP (+6) (+18 with Headband)
* Diplomacy: 8 SP (+11)
* Intimidate: 6 SP (+11)
* Sense Motive: 7 SP (+13)
* Stealth: 9 SP (+15)
* Acrobatics: 1 SP (+7)
* Climb: 1 SP (+10)
* Swim: 0 SP (+6)
* Bluff: 1 SP (+3)

Background Skills
* Craft-Armor: 10 SP (+17/+19)
* Craft-Weapons: 10 SP (+17/+19)
* Knowledge Geography: 2 SP (+6)
* Linguistics: 4 SP (+4)

Equipment

* Glamered Heartseeker Holy Silver Earthbreaker +1
* Glamered Nimble Comfort Mithril Fullplate +3 (-0 ACP: Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer’s saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor’s armor check penalty is reduced by 1 (to a minimum of 0).)
* 2x Silver Gauntlets
* 12x Chakrams
* Fighter's Kit with masterwork backpack
* Masterwork Artisan Tools
* Wayfinder with Cracked Dusty Rose Prism Ioun Stone (+2 Resistance bonus to saves and +1 initiative)
* Flawed Ioun Stone (Fatigue becomes sickened)
* Flask of Endless Ale
* Deliquescent Gloves
* Lesser Colmander’s Helm that gives Shake it Off
* Belt Str +4
* Headband Wis +6
* Bladed Boots Defending +2
* Vest of Endure Elements
* 1522 gold

Runewell amulet:
Minor artifact Aura strong transmutation; CL 20th Slot amulet; This amulet of gold and red crystal grants the wearer a +5 enhancement to his natural armour. Without the runewell the rest of it's abilities no longer function

ruby inscribed with the rune of wrath worth 1,000 gp (focus for sign
of wrath)
Ruby dust worth 1,500 gp

Party Items
* +2 Construct Bane Earthbreaker
* Cape of the Mounteback (Once per day on command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell. When he disappears, he leaves behind a cloud of harmless gray smoke, appearing in a similar fashion at his destination)
* Ring of Protection +2
* Amulet of Natural Armor +1
* Composite Longbow Str3 +1 Icy Blast
* Headband Int +2

Lvl 1 Spells
2x Longstrider

Cold Iron Runeforged Warhammer:

dominant/commanding weapon:

Each runeforged weapon opposes a school of magic. The wielder gains a +2 morale bonus on all saving throws against spells from the weapon's opposed magic. All runeforged weapons are, to a certain degree, empathic. They enhance sin or virtue in those who wield them, so a fighter armed with a dominant weapon becomes more domineering than before, for example. Anyone wielding a runeforged weapon takes a -2 penalty on all Diplomacy checks, as her vices or virtues are magnified at the expense of personality. No weapon can have more than one runeforged weapon quality at a time, and a creature that carries two runeforged weapons (even those of the same type) takes a -5 penalty on all attack rolls, Will saving throws, and skill checks, as her mind is constantly assailed by multiple empathic urges.
Each of the seven Thassilonian schools of magic is opposed by a single runeforged weapon quality-each of these being the combination of that school's opposition schools. The seven correct component combinations and the type of runeforged weapon each combination creates are listed below. Note that the first name for each type of weapon listed is its sinful name the second is the name a virtuous character can use to refer to the weapon. In any event, a runeforged weapon functions the same, regardless of whether it magnifies a wielder's sin or virtue.

A wielder who is considered sinful or virtuous (see page 416) with the same type of sin/virtue as a runeforged weapon he wields becomes more aware of danger around him-gaining a +2 insight bonus on Initiative checks and a +1 dodge bonus to AC.

Level Plan: VMC Wizard:

Lvl 1 Ranger (1) * Extra Traits
Lvl 2 Ranger (2) * Power Attack
Lvl 3 Ranger (3) * VMC: Hedgehog (+2 will saves) * Endurance
Lvl 4 Constable Cavalier (1) * Heavy Armor Proficiency, Improved Unarmed Strike, Challenge 1/day (+1 hit and +1 dodge ac vs target), Tactician (cooperative crafting)
Lvl 5 Ranger (4) * Adaptable Study * Dodge
Lvl 6 Ranger (5) * Favored Enemy Giants
Lvl 7 Ranger (6) * Furious Focus * VMC (+2 Str) and Augment
Lvl 8 Vampire Hunter (1) * Detect Undead * Vampiric Might * Weapon Focus
Lvl 9 Stalwart Defender (1) * Toughness * Defensive Stance * Dodge AC +1
Lvl 10 Stalwart Defender (2) * Internal Fortitude
Lvl 11 Stalwart Defender (3) * VMC Cantrip * Uncanny Dodge
Lvl 12 Stalwart Defender (4) * Dodge AC +1 * Clear Mind
Lvl 13 Stalwart Defender (5) * Steelsoul * DR/1
Lvl 14 Stalwart Defender (6) * Mighty Resilience
Lvl 15 Stalwart Defender (7) * VMC Craft Magic Arms and Armor * DR/3 * Improved Uncanny Dodge * +1 Dodge AC
Lvl 16 Stalwart Defender (8) * Increased damage resistance
Lvl 17 Stalwart Defender (9) * Armor Focus * Mobile Defense
Lvl 18 Stalwart Defender (10) * DR/5 * Last Word * Mighty Resilience
Lvl 19?

Valet Familiar:

Init +3; Senses low-light vision; Perception +1

DEFENSE

AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
hp 16
Fort +6, Ref +6, Will +5

OFFENSE

Speed 20 ft.
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 16, Con 6, Int 2, Wis 12, Cha 7
Base Atk +0; CMB –1; CMD 4 (8 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5, see profile bar

Valet Skills: A valet treats Craft, Perform, and Profession as class skills.

Able Assistant

A valet’s master treats the valet as if it had the Cooperative Crafting feat and shares Craft skills and item creation feats with the valet.
This replaces alertness.

Magical Manipulation

A valet can cast open/close and prestidigitation at will.
This replaces share spells.

Teammate

A valet is considered to have all the teamwork feats its master has.
This replaces improved evasion.

Deliver Touch Spells (Su)

At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.

This alters deliver touch spells.

Deliver Aid (Ex)

At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.
This replaces speak with animals of its kind.

Aide to All (Ex)

At 13th level, a valet can use the aid another action as a full-round action to grant up to three adjacent creatures bonuses from this action. Each bonus can apply to the same action or check or to different actions or checks.

This replaces scry on familiar.

Ending:

Their adventure had come to an end. There of course had been more to the story, after the Runelord had died. They had to get out of Xin-Shalast, afterall. And they had to do so with as much of the vast wealth that they could carry. It was a monumental task, made much easier thanks to the group having an Archmage, a rogue of legendary skill, an oracle who could command shadows, and a shapeshifter. Well, Drazh was there too, and he happily carried as much as he could. While weighed down considerably, there are few sights in the world quite like a dwarf who could barely walk due to all of the gold and gems in his possession.

Drazh found himself obscenely wealthy, and with enough time on his hands to truly perfect his craftsmanship. It was thus that he returned to Grung Varn. Before the tragedy that had claimed much of his clan, it had been his home. It was a place which contained some of his best, and worst, memories. Using his vast wealth, he contracted dwarves from far and wide to come to his old home. It was drained of water, and it was rebuilt. No longer was it a small village. Instead, it became great tower that rose up by the water.

Once Drazh had been filled with maddening rage. Rage at the loss of his home. Rage at the murder of his wife. Rage at himself for not being able to stop either. What he wanted, after their great adventure, was a return to the peace that he had known before. He wanted to hear the sound of hammer on anvil, not on shield. He wanted to hear the sounds of breaking rocks, not bones. And he did not want to be alone. Using his wealth, he attracted settlers to come and fill the tower above and tunnels below. He spent gold like water, and so it flowed. By the time his vision was finished, he had created for himself a home that was filled with families, and which contained all that he needed to devote himself to the making of items infused with magic.

Word spread, of course. Of the tower of Grung Varn. Of how it was filled with not just dwarven axes and magical traps, but rooms that were filled from floor to ceiling with gold coins. Of how rare gems were so common that they were used for door knobs. This attracted unsavory types, to be sure. But the worst of these raids died off when the few survivors limped away. Drazh was happy. He had built for himself the life that he had hoped to lead with his wife, Brunhilda. His home was safe, he was well respected, and he had both the time, and the money, to do what mattered to him. In time, he even remarried and had a child. He named his daughter Brunhilda. For all of his wealth, she was the greatest treasure that his tower held.

There were, of course, a few adventures left in store for him. His craftsmanship sometimes required rare materials, for which he more than once sought out Azalia's help. Given the shop she ran, and the resources at her command, there was little that was beyond her reach. He also had to seek out Arika, rushing towards her in all haste, after having made a drunken bet regarding the quality of her pastries, causing him to need enough to feed his entire tower within a month. Furthermore, in a fit of boredom, he had bribed his way into one of Professor Daseto classes, and took a seat at the very front of the class. He had even sought out Ferocia, asking the dwarf to come visit his tower, given that he at least had the sense of mind to know that offering her a room would not have been taken well. Still, he had one made for her, at the top of the tower. Far away from the noise and hustle from down below. A room with a view that could look down over the lake, and all of the natural land beyond, should he ever manage to find her to make the offer.

But for all of those 'adventures', nothing arose like the great quest to destroy the Runelord and save the world. But that was fine. Because while the world would certainly need saving again, he was content to let some other hero do it.