Harsk

Odol Nightshard's page

175 posts. Alias of michaelane.


Full Name

Odol Nightshard

Race

Dwarf

Classes/Levels

Oracle 3

Gender

Male

Size

Medium

Age

46

Alignment

Neutral Good

Deity

Brigh

Location

Numeria

Languages

Common, Dwarven, Hallit

Strength 16
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 9
Charisma 14

About Odol Nightshard

Background:

Odol was born in the dwarven settlement of Tar-Kazmukh in the northern reaches of the Five Kings Mountains. He was an intensely curious youth with a great thirst for knowledge and loved to meet all the scholars and wizards that came to visit the libraries of Tar-Kazmukh. He heard many tales in his youth, but one of his favorites came from a wizard that had spent time in Numeria and told amazing tales of the metal mountain known as the Silver Mount in Starfall and the miraculous metal men.

In time, Odol spent more and more time studying and he came to dream of joining the Blue Warders of Tar-Kazmukh. He found ways to sneak into the stacks to learn more and remembering the tales of metal men sought out knowledge of their crafting. He never discovered those secrets, but did learn much about constructs and their strengths and weaknesses and considered the fame that would be his were he to become the first wizard to uncover the secrets of making the metal men.

But, it was not to be. Continuing to seek out knowledge, Odol learned the hard way why the tattooed counter sigils of the Blue Warders were so important. Odol accidentally unleashed terrible arcane magics that nearly slew him and shattered his left leg. When he awakened, he found his dreams of becoming a Blue Warder were dead and so was his left leg. They would never accept an apprentice with the casual disregard for their rules that Odol had shown.

Odol gradually recovered, but came soon to realize that his leg would never be the same. Remembering the tales of the metal men, he resolved to leave Tar-Kazmukh and journey to Numeria to see if he could uncover the secrets there and perhaps find a way to help his leg.

Arriving in Numeria, Odol put the same tenacity that had served him so well in uncovering the secrets of the libraries of Tar-Kazmukh. It didn't take long to discover the secrecy and dangers of the Technic League. He recognized he would have to be even more cautious.

Eventually, Odol managed to work his way into the employ of one of the arcanists of the Technic League. But, again his curiosity got the best of him and late one night, he snuck into his master's workshop to tinker with some of his master's work. For the second time, Odol managed to accidentally unleash powers beyond his control. But, this time, he found his mind opened to a connection with the gods that he had never felt before. Unfortunately, he found that he had also destroyed his master's artifact. Knowing the terrible danger he was in if he were caught, he fled to the south of Numeria and a town named Iadenveigh.

Odol has just arrived in Iadenveigh and with mixed feelings about what to do next. He fears the potential repercussions of his actions and the possibility that his master will track him down knowing that his life would be forfeit. But, he also remains intensely curious about the strange artifacts of Numeria and would like to uncover their secrets. Having exhausted most of his funds, he knows that he needs money whether he is to flee to the south or remain in Numeria. The call for help in Iadenveigh seems to be the answer to his needs.


Odol Nightshard:

ODOL NIGHTSHARD CR 2
Male Dwarf Oracle 3
NG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception -1
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DEFENSE
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AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 26 (3d8+6)
Fort +3, Ref +1, Will +2
Defensive Abilities Defensive Training
Weakness Lame
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OFFENSE
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Spd 25 ft.
Melee Heavy Shield Bash +5 (1d4+3/20/x2) and
. . Gauntlet (from Armor) +5 (1d3+3/20/x2) and
. . Unarmed Strike +5 (1d3+3/20/x2) and
. . Waraxe, Dwarven +5 (1d10+3/20/x3)
Special Attacks Relentless
Oracle Spells Known (CL 3, +5 melee touch, +2 ranged touch):
1 (6/day) Lead Blades (DC 13), Shield of Faith (DC 13), Bless, Magic Weapon (DC 13), Cure Light Wounds (DC 13)
0 (at will) Read Magic (DC 12), Mending, Detect Magic, Guidance, Enhanced Diplomacy
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STATISTICS
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Str 16, Dex 10, Con 14, Int 12, Wis 9, Cha 14
Base Atk +2; CMB +5; CMD 15
Feats Extra Revelation, Power Attack -1/+2
Traits Technic Tinkerer (Numeria): Ghost Sound (1/day) (Sp), Warsmith
Skills Acrobatics -6, Climb -3, Diplomacy +8, Escape Artist -6, Fly -6, Intimidate +8, Knowledge (Engineering) +7, Ride -6, Spellcraft +7, Stealth -6, Swim -3 Modifiers Craftsmanship
Languages Common, Dwarven, Hallit
SQ Dance of the Blades (Ex), Hardy +2, Hatred, Iron Weapon (cold iron, 3 minutes) (5/day) (Su), Slow and Steady, Stonecunning +2
Combat Gear Scale Mail, Shield, Heavy Wooden, Waraxe, Dwarven; Other Gear Thieves' tools, wand of cure light wounds (29 charges)
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SPECIAL ABILITIES
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Craftsmanship +2 for Craft or Profession checks to create objects from metal or stone.
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Iron Weapon (cold iron, 3 minutes) (5/day) (Su) You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear's shaf
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Relentless +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Slow and Steady Your base speed is never modified by encumbrance.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Technic Tinkerer (Numeria): Ghost Sound (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Warsmith You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone.

Spells
Lead Blades:

School transmutation; Level ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Target touch
Duration 1 minute/level (D)
Lead blades increases the momentum and density of your melee
weapons just as they strike a foe. All melee weapons you are
carrying when the spell is cast deal damage as if one size category
larger than they actually are. For instance, a Medium longsword
normally deals 1d8 points of damage, but it would instead deal
2d6 points of damage if benefiting from lead blades (see page 145
of the Core Rulebook for more information). Only you can benefit
from this spell. If anyone else uses one of your weapons to make
an attack it deals damage as normal for its size.