Gadka Burtannon

Drimm Stonehammer's page

51 posts. Alias of Daniel Stewart.


Full Name

Drimm Stonehammer

Race

Dwarf

Classes/Levels

Fighter/Cleric HP: 10 AC: 3

Gender

Male

Size

M

Age

102

Strength 14
Dexterity 12
Constitution 15
Intelligence 11
Wisdom 16
Charisma 11

About Drimm Stonehammer

Dwarf::

Size: Man-sized. Although short and stocky, a dwarf’s upper body physically resembles a normal man.
Classes: Dwarves can be a cleric, fighter, thief, and multi-class as a fighter/cleric or fighter/thief.
Languages: Dwarves know common and dwarven. They may learn gnome, goblin, kobold, orc, and giant.
Magic Resistant: Dwarves’ non-magical nature gives them a +1 bonus for every 3.5 points of constitution to saving throws vs. wands, staves, rods, and spells. (+4)
Poison Resistance: Dwarves receive a +1 bonus for every 3.5 points in constitution to saving throws vs. poison. (+4)
Magical Item Malfunction: All magical items used by a dwarf that aren’t specific to their class have a 20% chance of failure. The dwarf may try again, but that specific activation fails and a charge is spent if applicable.
Favored Enemy: Dwarves receive a +1 bonus on attack rolls against orcs, half-orcs, goblins, and hobgoblins.
Combat Training: Ogres, trolls, ogre magi, giants, and titans that attack a dwarf suffer a -4 penalty to their attack.
Infravision: Dwarves have 60-foot infravision.
Stone cunning: Dwarves are naturally cunning when faced with natural stone. When actively searching within 10 feet of natural stone they may make a special check to detect the following:
• Grade or slope in passage: 1–5 on 1d6
• New tunnel or passage: 1–5 on 1d6
• Sliding/shifting walls or rooms: 1–4 on 1d6
• Stone traps and pits: 1–3 on 1d6
• Approx. depth underground: 1–3 on 1d6
Ability Score Adjustments: Dwarves add +1 to their constitution and -1 to their dexterity.
Movement Value: 9

Saving Throws - Level 1-2
Paralyzation, Poison, or Death 10
Rod, Staff, or Wand 14
Petrification or Polymorph 13
Breath Weapon 16
Spell 15

Cleric::

Ability Requirements: Wis 9
Race: All
Prime Requisite: Wis 16+
Alignment: Any
Weapons: Bludgeoning weapons, including blunt hurled weapons, but not missiles.
Armour: Any plus shields.
Spheres of Influence: Clerics have minor access to the Elemental sphere and major access to spells from all other spheres of influence except Plant, Animal, and Weather.
Turn Undead: Clerics can exert divine power against the undead. Once per encounter, a cleric can turn undead, forcing them to run from his presence or even utterly destroy them. Rules for turning appear in the combat chapter.
Followers: At 8th level, a cleric who has built a place of worship attracts loyal followers. These followers, decided by the GM, are fanatically devoted to the cleric and remain with him without pay so long as they’re treated fairly. These followers are typically 20d10 0-level soldiers that will seek the cleric’s guidance and blessing.
Stronghold: At 9th level, a cleric can construct a religious stronghold devoted to his faith or belief. The labour is made up of volunteers of his faith and the site is immune to taxes (assuming a civilization that respects his religion), making it 50% cheaper to build than a normal stronghold.

Fighter::

Ability Requirements: Str 9
Race: Any
Prime Requisite: Str 16+
Alignment: Any
Weapons: All
Armor: All + shields
Combat Skill Aptitude: When choosing combat skills, a single-class fighter is at a distinct advantage over all others. They alone are able to specialize with specific weapons and unarmed combat methods, as well as become skilled in more than one combat method (Refer to Combat Skills).
Lord: At 9th level, a fighter becomes a “Lord” or gains some other special title. A lord’s reputation is enough that they’re entitled to land or the right to build a stronghold. With a stronghold, a lord attracts a small army of men at arms as well as an elite guard that enforces his rule. While the loyalty of these troops is greater than the average hireling, the lord is still expected to pay their wages and treat them fairly. The GM is in charge of assigning the lord’s men. A good rule of thumb is one leader half the lord’s level, eighty 0-level soldiers (pike men, archers, and mace men), and an elite guard of twelve 1st-level knights.

Ability Stats:
Strength 14 - Melee Attack Mod. 0, Damage Mod. 0, Non-Encum. 55, Max Weight 155, Force Doors 8, Bend Bars/Lift Portcullis 7%
Dexterty 12 - Surprise Mod. 0, Missile Attack Mod. 0, AC Mod. 0
Constitution 15 - HP Mod. +1, SS 90%, Resurrection 94%, Poison Resist. 0, Regeneration 0
Intelligence 11 - Additional Languages 2
Wisdom 16 - Mental Defence Mod. +2, Bonus Spells 2-1st 2-2nd
Charisma 11 - Max Henchmen 4

Weapon Proficiencies
CSP - Weapon-Shield Method (1 CSP), Weapon Group-Axe (2 CSP), Weapon-Warhammer (1 CSP)

Non-Weapon Proficiencies
Religion (WIS +0, FREE.), Read/Write Common(????), Etiquette (General, Charisma, +0, 1 skill point), Healing (Priest, Wisdom, -2, 2 skill points), Blacksmith (General, Strength, +0, 1 skill point), Herbalism (Priest/Rogue/Wizard, Intelligence, -2, 2 skill points)

Religion - Clangeddin Silverbeard
Title(s): The Father of Battle, Lord of the Twin Axes, the Giantkiller, the Goblinbane, the Wyrmslayer, the Rock of Battle
Home Plane: Peaceable Kingdoms of Arcadia
Power Level: Intermediate
Gender: Male
Alignment: Lawful Good
Portfolio: Battle
Domains: Good, Law, Strength, War
Alias(es): Clanggedin Silverbeard
Superior: Moradin

Equipment

Armour: Splint mail (80gp, 40 lbs. AC4)
Medium Shield (7gp, 10 lbs. -1 to AC)

Weapons: Battle Axe (5gp, 7 lbs. 1d8 Damage, Type S, Speed 7)
Hand/Throwing Axe x2 (2gp, 10 lbs. 1d6 Damage, Type S, Speed 4 Range 30/60/90)
Dirk (2gp, 1 lb. 1d4 Damage, Type P, Speed 2, Range 30/60/90)

Other Gear: Backpack, 2x Large belt pouch, Flint & Steel, 5x wax candles, Holy Symbol, Waterskin, Winter Blanket, 50' Silk Rope. (+6 lbs, -26 gp) MONEY-26gp

Encumbrance: 0-74 Unencumbered, 75-104 Lightly, 105-134 Moderately, 135-154 Heavily, 155+ Severly.

Background