Ovarik Glandaur's page

20 posts. Alias of Demon Lurking.


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Ah well, maybe next time. Please keep me in mind if you need a replacement.


Here is my updated submission:

Character Sheet:

Male elder dwarf barbarian (superstitious) 18
CG Medium humanoid (dwarf)
Init +8; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, scent; Perception +22

Defense
AC 30, touch 15, flat-footed 29 (+11 armor, +4 deflection, +1 Dex, +4 natural)
HP 378 (18d12+162); regeneration 1
Fort +24, Ref +12, Will +12; +10 save vs. magic while raging.
Defensive Abilities deep warrior, improved uncanny dodge, indomitable will
DR 2/—
Immune bleed
SR 23, magic resistant

Offense
Speed 40 ft.
Melee +1 adamantine dagger +25/+20/+15/+10 (1d4+7/19-20) or
+1 silversheen dagger +25/+20/+15/+10 (1d4+7/19-20) or
witchminder +28/+23/+18/+13 (1d10+13)
Ranged +2 endless ammunition light crossbow +21 (1d8+2/19-20)
Special Attacks ancient enmity, greater rage (46 rounds/day), rage powers (disruptive, eater of magic, guarded life, no escape, spell sunder, spellbreaker, sunder enchantment, superstition, witch hunter)

Statistics
Str 23 +6, Dex 13 +1, Con 26 +8, Int 14 +2, Wis 10 +0, Cha 8 -1
BAB +18; CMB +24; CMD 39 (43 vs. bull rush, 43 vs. trip)
Feats Arcane Vendetta, Combat Reflexes, Darting Viper, Dispelling Blow, Following Step, Power Attack, Skilled Rager, Step Up, Step Up And Strike
SQ +1 hit point, dwarven weapon familiarity, fast movement, sixth sense, tireless rage

Skills
Acrobatics +13 (+24 to jump); (Ranks:11, +3 class, +1 Dex, -3 ACP, +1 luck) (+5 competence (boots), +4 speed, +2 ACP (agile))
Appraise +3; (Ranks:0, +2 Int, +1 luck)
Bluff +0; (Ranks:0, -1 Cha, +1 luck)
Climb +11; (Ranks:1, +3 class, +6 Str, -1 ACP, +1 luck)
Diplomacy +0; (Ranks:0, -1 Cha, +1 luck)
Disguise +0; (Ranks:0, -1 Cha, +1 luck)
Escape Artist -1; (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Fly -1 (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Heal +1; (Ranks:0, +0 Wis, +1 luck)
Intimidate +21; (Ranks:18, +3 class, -1 Cha, +1 luck)
Knowledge (arcana) +21; (Ranks:18, +2 Int, +1 luck)
Knowledge (history (dwarven)) +5; (Ranks:0, +2 Int, +1 luck, +2 racial (lorekeeper))
Knowledge (nature) +11; (Ranks:5, +3 class, +2 Int, +1 luck)
Perception +22 (+24 to notice unusual stonework); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 racial (stonecunning))
Ride -1; (Ranks:0, +0 class, +1 Dex, -3 ACP, +1 luck)
Sense Motive +1; (Ranks:0, +0 Wis, +1 luck)
Spellcraft +21; (Ranks:18, +2 Int, +1 luck)
Stealth -1; (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Survival +22 (+24 to avoid becoming lost); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 circumstance (compass))
Swim +8; (Ranks:1, +3 class, +6 Str, -3 ACP, +1 luck)
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon

Equipment and Encumberence
Weapons and Ammo +1 adamantine dagger, +1 silversheen dagger, +2 endless ammunition light crossbow, witchminder, caver's bolt
Armor and Defense stonewall, amulet of natural armor +4, cape of free will +4/+5, ring of protection +4, ring of regeneration, cap of the free thinker
Combat Gear belt of physical might +6 (Str, Con), boots of striding and springing, potion of cure light wounds (4), potion of cure moderate wounds (3), potion of cure serious wounds (5), acid (10), alchemist's fire (10), alkali flask (10), holy water (10)
Other Gear handy haversack (bedroll, canteen, coffee pot, cold weather outfit, dwarven trail rations (30), hot weather outfit, mess kit, piton (10), pot (mithral), silk rope (100 ft.), soap), stone of good luck (luckstone), sustaining spoon, bandolier (potions), belt pouch (chalk (10), compass, flint and steel, marlinspike, mirror, twine (50')), belt pouch (alchemical tools), belt pouch (money), explorer's outfit
Coins 32 gp, 2 sp, 8 cp
Carrying Capacity L / M / H
Normal - 200 / 400 / 600 lbs.
Raging - 466 / 933 / 1400 lbs.
Encumberence
Light Load - 98.84 lbs.

Tracked Resources
+1 adamantine dagger - 0/1
+1 silversheen dagger - 0/1
Acid - 0/10
Alchemist's fire - 0/10
Alkali flask - 0/10
Dwarven trail rations - 0/30
Eater of Magic (1/rage) (Su) - 0/1
Holy water - 0/10
No Escape (1/rage) (Ex) - 0/1
Potion of cure light wounds - 0/4
Potion of cure moderate wounds - 0/3
Potion of cure serious wounds - 0/5
Rage (46 rounds/day) (Ex) - 0/46
Restful (1/day) - 0/1
Sustaining spoon (4/day) - 0/4

Special Abilities
+1 Hit Point FCB (18) +1 Hit Point
Ancient Enmity +1 Gain a racial bonus to attacks vs. Elves.
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Dispelling Blow Your critical hits can cut through spells.
Disruptive Gain the Disruptive feat while raging.
Dwarven Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Elder Dwarf Traditionalist dwarves of ancient lineage.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Guarded Life (18 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Immunity to Bleed You are immune to bleed.
Improved Uncanny Dodge (Lv >=22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Resistant SR 5 + level
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
No Escape (1/rage) (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (46 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Regeneration 1 Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sixth Sense +6 (Ex) +6 initiative and +6 AC during surprise rounds.
Skilled Rager (Spellcraft) Use selected skill while raging.
Spell Resistance (23) You have Spell Resistance.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Spellbreaker Gain the Spellbreaker feat while raging.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack. Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6. Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonewall +5 restful spell dodging adamantine agile breastplate
Sunder Enchantment (Su) While raging, whenever the barbarian succeeds at a sunder combat maneuver on a magical item, that item's magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which her combat maneuver check exceeded the target's CMD.
Superstition +10 (Ex) +10 save vs. magic while raging, but resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Witch Hunter +5 (Ex) Bonus to damage spellcasters while raging.
Witchminder +4 Cold Iron, Furious, Greater Distracting Dwarven Dorn-dergar

Power Attack:

Offense
Speed 40 ft.
Melee +1 adamantine dagger +20/+15/+10/+5 (1d4+17/19-20) or
+1 silversheen dagger +20/+15/+10/+5 (1d4+17/19-20) or
witchminder +23/+18/+13/+8 (1d10+28)

Raging:

Defense
AC 28, touch 13, flat-footed 27 (+11 armor, +4 deflection, +1 Dex, +4 natural, -2 untyped penalty (Rage))
HP 432 (18d12+216); regeneration 1
Fort +27, Ref +12, Will +15 (+4 vs. enchantments); +10 save vs. magic
Defensive Abilities deep warrior, improved uncanny dodge, indomitable will
DR 2/—
Immune bleed
SR 23, magic resistant

Offense
Speed 40 ft.
Melee +1 adamantine dagger +28/+23/+18/+13 (1d4+10/19-20) or
+1 silversheen dagger +28/+23/+18/+13 (1d4+10/19-20) or
witchminder +33/+28/+23/+18 (1d10+19)
Ranged +2 endless ammunition light crossbow +21 (1d8+2/19-20)
Special Attacks greater rage (46 rounds/day), hatred, rage powers (disruptive, eater of magic, guarded life, no escape, spell sunder, spellbreaker, sunder enchantment, superstition, witch hunter)

Statistics
Str 29 +9, Dex 13 +1, Con 32 +11, Int 14 +2, Wis 10 +0, Cha 8 -1
BAB +18; CMB +27; CMD 40 (44 vs. bull rush, 44 vs. trip)

Skills
Acrobatics +13 (+24 to jump); (Ranks:11, +3 class, +1 Dex, -3 ACP, +1 luck) (+5 competence (boots), +4 speed, +2 ACP (agile))
Climb +14; (Ranks:1, +3 class, +9 Str, -1 ACP, +1 luck)
Fly -1 (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Heal +1; (Ranks:0, +0 Wis, +1 luck)
Intimidate +21; (Ranks:18, +3 class, -1 Cha, +1 luck)
Perception +22 (+24 to notice unusual stonework); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 racial (stonecunning))
Ride -1; (Ranks:0, +0 class, +1 Dex, -3 ACP, +1 luck)
Sense Motive +1; (Ranks:0, +0 Wis, +1 luck)
Spellcraft +21; (Ranks:18, +2 Int, +1 luck)
Survival +22 (+24 to avoid becoming lost); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 circumstance (compass))
Swim +11; (Ranks:1, +3 class, +9 Str, -3 ACP, +1 luck)
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon

Raging + Power Attack:

Offense
Speed 40 ft.
Melee +1 adamantine dagger +23/+18/+13/+8 (1d4+20/19-20) or
+1 silversheen dagger +23/+18/+13/+8 (1d4+20/19-20) or
witchminder +28/+23/+18/+13 (1d10+34)

Raging Saves vs. Spells:

Fort +37, Ref +22, Will +22 (+4 vs. enchantments)

Background:

As a child, Ovarik was kidnapped by a cult of Drow diablerists. After many days of captivity and torture at their hands he was rescued, but the experience left an indelible mark. His hatred of elves and the arcane ate away at his mind. From that day on he trained to fight arcane spellcasters with all his might. His hatred of the dark elves overriding his society's hatred of goblinoids, he spent years hunting the Underdark in search of vile Drow Sorceresses (and Sorcerers).

In his travels he learned much of the ways of magic and how to fight it. He eventually traveled aboveground to continue his fight agains power hungry magicians. When he heard of the masked wizard, he trained to face him and end his rule, only to be passed up when the team was chosen. Now word has reached civilization that the first team failed in their attempt and have passed on. With a new team forming to take on the vile wizard in his time of weakness, Ovarik has come forward once again to do battle against these power hungry forces.


Name: Ovarik Glandaur
Race: Dwarf (58 years)
Class: Barbarian (superstitious) 18
Alignment: Chaotic Good
Backstory: Tortured by a Drow cult as a child, Ovarik grew up with a distaste for arcane magic. As he grew up he trained to fight spellcasters. More background to come.

Character Sheet:

Male dwarf barbarian (superstitious) 18
CG Medium humanoid (dwarf)
Init +8; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, scent; Perception +22

Defense
AC 30, touch 15, flat-footed 29 (+11 armor, +4 deflection, +1 Dex, +4 natural)
HP 378 (18d12+162); regeneration 1
Fort +24, Ref +12, Will +12; +10 save vs. magic while raging.
Defensive Abilities deep warrior, improved uncanny dodge, indomitable will
DR 2/—
Immune bleed
SR 23, magic resistant

Offense
Speed 40 ft.
Melee +1 adamantine dagger +25/+20/+15/+10 (1d4+7/19-20) or
+1 silversheen dagger +25/+20/+15/+10 (1d4+7/19-20) or
witchminder +28/+23/+18/+13 (1d10+13)
Ranged +2 endless ammunition light crossbow +21 (1d8+2/19-20)
Special Attacks greater rage (46 rounds/day), hatred, rage powers (disruptive, eater of magic, guarded life, no escape, spell sunder, spellbreaker, sunder enchantment, superstition, witch hunter)

Statistics
Str 23 +6, Dex 13 +1, Con 26 +8, Int 14 +2, Wis 10 +0, Cha 8 -1
BAB +18; CMB +24; CMD 39 (43 vs. bull rush, 43 vs. trip)
Feats Arcane Vendetta, Combat Reflexes, Darting Viper, Dispelling Blow, Following Step, Power Attack, Skilled Rager, Step Up, Step Up And Strike
SQ +1 hit point, dwarven weapon familiarity, fast movement, sixth sense, tireless rage

Skills
Acrobatics +13 (+24 to jump); (Ranks:11, +3 class, +1 Dex, -3 ACP, +1 luck) (+5 competence (boots), +4 speed, +2 ACP (agile))
Appraise +3; (Ranks:0, +2 Int, +1 luck)
Bluff +0; (Ranks:0, -1 Cha, +1 luck)
Climb +11; (Ranks:1, +3 class, +6 Str, -1 ACP, +1 luck)
Diplomacy +0; (Ranks:0, -1 Cha, +1 luck)
Disguise +0; (Ranks:0, -1 Cha, +1 luck)
Escape Artist -1; (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Fly -1 (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Heal +1; (Ranks:0, +0 Wis, +1 luck)
Intimidate +21; (Ranks:18, +3 class, -1 Cha, +1 luck)
Knowledge (arcana) +21; (Ranks:18, +2 Int, +1 luck)
Knowledge (history (dwarven)) +5; (Ranks:0, +2 Int, +1 luck, +2 racial (lorekeeper))
Knowledge (nature) +11; (Ranks:5, +3 class, +2 Int, +1 luck)
Perception +22 (+24 to notice unusual stonework); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 racial (stonecunning))
Ride -1; (Ranks:0, +0 class, +1 Dex, -3 ACP, +1 luck)
Sense Motive +1; (Ranks:0, +0 Wis, +1 luck)
Spellcraft +21; (Ranks:18, +2 Int, +1 luck)
Stealth -1; (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Survival +22 (+24 to avoid becoming lost); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 circumstance (compass))
Swim +8; (Ranks:1, +3 class, +6 Str, -3 ACP, +1 luck)
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon

Equipment and Encumberence
Weapons and Ammo +1 adamantine dagger, +1 silversheen dagger, +2 endless ammunition light crossbow, witchminder, caver's bolt
Armor and Defense stonewall, amulet of natural armor +4, cape of free will +4/+5, ring of protection +4, ring of regeneration, cap of the free thinker
Combat Gear belt of physical might +6 (Str, Con), boots of striding and springing, potion of cure light wounds(4), potion of cure moderate wounds (3), potion of cure serious wounds (5), acid (10), alchemist's fire (10), alkali flask (10), holy water (10)
Other Gear handy haversack (bedroll, canteen, coffee pot, cold weather outfit, dwarven trail rations (30), hot weather outfit, mess kit, piton (10), pot (mithral), silk rope (100 ft.), soap), stone of good luck (luckstone), sustaining spoon, bandolier (potions), belt pouch (chalk (10), compass, flint and steel, marlinspike, mirror, twine (50')), belt pouch (alchemical tools), belt pouch (money), explorer's outfit
Coins 32 gp, 2 sp, 8 cp
Carrying Capacity L / M / H
Normal - 200 / 400 / 600 lbs.
Raging - 466 / 933 / 1400 lbs.
Encumberence
Light Load - 98.84 lbs.

Tracked Resources
+1 adamantine dagger - 0/1
+1 silversheen dagger - 0/1
Acid - 0/10
Alchemist's fire - 0/10
Alkali flask - 0/10
Dwarven trail rations - 0/30
Eater of Magic (1/rage) (Su) - 0/1
Holy water - 0/10
No Escape (1/rage) (Ex) - 0/1
Potion of cure light wounds - 0/4
Potion of cure moderate wounds - 0/3
Potion of cure serious wounds - 0/5
Rage (46 rounds/day) (Ex) - 0/46
Restful (1/day) - 0/1
Sustaining spoon (4/day) - 0/4

Special Abilities
+1 Hit Point FCB (18) +1 Hit Point
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Dispelling Blow Your critical hits can cut through spells.
Disruptive Gain the Disruptive feat while raging.
Dwarven Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
[b]Guarded Life (18 hp) (Ex)
If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immunity to Bleed You are immune to bleed.
Improved Uncanny Dodge (Lv >=22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Resistant SR 5 + level
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
No Escape (1/rage) (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (46 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Regeneration 1 Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sixth Sense +6 (Ex) +6 initiative and +6 AC during surprise rounds.
Skilled Rager (Spellcraft) Use selected skill while raging.
Spell Resistance (23) You have Spell Resistance.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Spellbreaker Gain the Spellbreaker feat while raging.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack. Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6. Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonewall +5 restful spell dodging adamantine agile breastplate
Sunder Enchantment (Su) While raging, whenever the barbarian succeeds at a sunder combat maneuver on a magical item, that item's magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which her combat maneuver check exceeded the target's CMD.
Superstition +10 (Ex) +10 save vs. magic while raging, but resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Witch Hunter +5 (Ex) Bonus to damage spellcasters while raging.
Witchminder +4 Cold Iron, Furious, Greater Distracting Dwarven Dorn-dergar

Power Attack:

Offense
Speed 40 ft.
Melee +1 adamantine dagger +20/+15/+10/+5 (1d4+17/19-20) or
+1 silversheen dagger +20/+15/+10/+5 (1d4+17/19-20) or
witchminder +23/+18/+13/+8 (1d10+28)

Raging:

Defense
AC 28, touch 13, flat-footed 27 (+11 armor, +4 deflection, +1 Dex, +4 natural, -2 untyped penalty (Rage))
HP 432 (18d12+216); regeneration 1
Fort +27, Ref +12, Will +15 (+4 vs. enchantments); +10 save vs. magic
Defensive Abilities deep warrior, improved uncanny dodge, indomitable will
DR 2/—
Immune bleed
SR 23, magic resistant

Offense
Speed 40 ft.
Melee +1 adamantine dagger +28/+23/+18/+13 (1d4+10/19-20) or
+1 silversheen dagger +28/+23/+18/+13 (1d4+10/19-20) or
witchminder +33/+28/+23/+18 (1d10+19)
Ranged +2 endless ammunition light crossbow +21 (1d8+2/19-20)
Special Attacks greater rage (46 rounds/day), hatred, rage powers (disruptive, eater of magic, guarded life, no escape, spell sunder, spellbreaker, sunder enchantment, superstition, witch hunter)

Statistics
Str 29 +9, Dex 13 +1, Con 32 +11, Int 14 +2, Wis 10 +0, Cha 8 -1
BAB +18; CMB +27; CMD 40 (44 vs. bull rush, 44 vs. trip)

Skills
Acrobatics +13 (+24 to jump); (Ranks:11, +3 class, +1 Dex, -3 ACP, +1 luck) (+5 competence (boots), +4 speed, +2 ACP (agile))
Climb +14; (Ranks:1, +3 class, +9 Str, -1 ACP, +1 luck)
Fly -1 (Ranks:0, +1 Dex, -3 ACP, +1 luck)
Heal +1; (Ranks:0, +0 Wis, +1 luck)
Intimidate +21; (Ranks:18, +3 class, -1 Cha, +1 luck)
Perception +22 (+24 to notice unusual stonework); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 racial (stonecunning))
Ride -1; (Ranks:0, +0 class, +1 Dex, -3 ACP, +1 luck)
Sense Motive +1; (Ranks:0, +0 Wis, +1 luck)
Spellcraft +21; (Ranks:18, +2 Int, +1 luck)
Survival +22 (+24 to avoid becoming lost); (Ranks:18, +3 class, +0 Wis, +1 luck) (+2 circumstance (compass))
Swim +11; (Ranks:1, +3 class, +9 Str, -3 ACP, +1 luck)
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon

Raging + Power Attack:

Offense
Speed 40 ft.
Melee +1 adamantine dagger +23/+18/+13/+8 (1d4+20/19-20) or
+1 silversheen dagger +23/+18/+13/+8 (1d4+20/19-20) or
witchminder +28/+23/+18/+13 (1d10+34)

Raging Saves vs. Spells:

Fort +37, Ref +22, Will +22 (+4 vs. enchantments)


May I introduce Ovarik Glandaur LN elder dwarf exarch inquisitor of Kols. He grew up near the Darklands entrance in the Whisper woodds. He's always fought the forces of chaos. He doesn't really care one way or another about Asmodeus as long as the land does not descend into anarchy.

The name and Alias have been recycled from a defunct campaign, but the character has been completely built from scratch for this recruitment.

Character Sheet:

Male elder dwarf exarch inquisitor of Kols 1
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP 9 (1d8+1)
Fort +3, Ref +2, Will +6; +2 vs. confusion, insanity, and [chaotic]
Defensive Abilities deep warrior, inflexible will; SR 6, magic resistant

Offense
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) or
   warhammer +2 (1d8+2/×3)
Ranged heavy crossbow +2 (1d10/19-20)
Special Attacks ancient enmity, judgment 1/day

Spells
Inquisitor Spell-Like Abilities (CL 1st; concentration +5)
   At will—detect chaos
Exarch Inquisitor Spells Known (CL 1st; concentration +5)
   1st (2/day)—cure light woundstrue strike
   0 (at will)—acid splashbrand (DC 14), detect magicsift
   Domain Law (Inevitable subdomain)

Statistics
Str 14 +2Dex 14 +2Con 12 +1Int 14 +2Wis 18 +4Cha 8 -1
BAB +0; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Rapid Reload (Heavy Crossbow)
Traits civilized, whisper woods hunter
SQ +1 skill point, command, dwarven weapon familiarity, elder dwarf, stern gaze +1

Skills
Acrobatics -2 (-6 to jump); (Untrained, +2 Dex, -4 ACP (Armor))
Appraise +2; (Untrained, +2 Int)
Bluff -1; (Untrained, +0 class, -1 Cha)
Climb -2; (Untrained, +0 class, +2 Str, -4 ACP (Armor))
Diplomacy -1; (Untrained, +0 class, -1 Cha)
Disguise -1; (Untrained, +0 class, -1 Cha)
Escape Artist -2; (Untrained, +2 Dex, -4 ACP (Armor))
Fly -2; (Untrained, +2 Dex, -4 ACP (Armor))
Heal +4; (Untrained, +0 class, +4 Wis)
Intimidate +4; (Ranks:1, +3 class, -1 Cha, +1 Stern Gaze)
Knowledge (arcana) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (dungeoneering) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (local) +7; (Ranks:1, +3 class, +2 Int, +1 trait (civilized)
Knowledge (nature) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (religion) +6; (Ranks:1, +3 class, +2 Int)
Perception +8 (+10 to notice unusual stonework); (Ranks:1, +3 class, +4 Wis)
Ride -2; (Untrained, +0 class, +2 Dex, -4 ACP (Armor))
Sense Motive +5; (Untrained, +0 class, +4 Wis)
Spellcraft +6; (Ranks:1, +3 class, +2 Int)
Stealth -2; (Untrained, +0 class, +2 Dex, -4 ACP (Armor))
Survival +8; (Ranks:1, +3 class, +4 Wis)
Swim -2; (Untrained, +0 class, +2 Str, -4 ACP (Armor))
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon

Equipment and Encumberence
Weapons and Ammo dagger (2), heavy crossbow with 40 bolts, warhammer
Armor and Defense scale mail
Combat Gear 
Other Gear backpack (bedroll, chalkboard, cleric's vestments, grappling bolt (2), manacles (w/  average lock), piton (5), silk rope (50 ft.), soap, trail rations (5), waterproof bag (scroll box (ink, inkpen, journal, parchment (10))), waterskin), belt pouch (chalk (5), flint and steel, twine (50')), belt pouch (money), explorer's outfit, iron holy symbol of Kols, spell component pouch
Money 2 gp, 2 sp, 3 cp
Carrying Capacity L / M / H
58 / 116 / 175 lbs. 
Encumberence 
Medium load, 93.14 lbs. 

Tracked Resources
Command (7/day) (Su) - 0/7
Crossbow bolts - 0/40
Dagger - 0/2
Judgment (1/day) (Su) - 0/1
Trail rations - 0/5

Special Abilities
+1 Skill Point FCB (1) +1 Skill Point
Ancient Enmity +1 Gain a racial bonus to attacks vs. Elves.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Civilized +1 trait bonus on Knowledge (nobility) and (local) checks. Knowledge (local) is always a class skill for you.
Command (7/day) (Su) As per command spell.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Dwarven Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Elder Dwarf Traditionalist dwarves of ancient lineage.
Exarch Inquisitor Domain (Inevitable) 
Inflexible Will (Ex) +2 bonus vs. confusion and insanity effects
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Magic Resistant SR 5 + level
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Spell Resistance (6) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Whisper Woods Hunter You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.


Inactive

Sad that this seems to have died such a premature death. Hopefully our GM will rejoin us before we start to lose players. I know the servers have been acting up. Maybe he's just been having bad timing with access.


Inactive

We still haven't heard from Ravarel. He has been very active in his other campaign. Hopefully he'll check in before we actually start.


Inactive

That's what I get for having 187 pounds in my backpack. :-)


Inactive

"Aye, the lighter we are, the better we can maneuver."

Ovarik begins to grab bundles of lumber and toss them over the rail. He gives a pained look whenever he sees a metal fitting or pin go over with the wood.

He sighs, "Ach, t'is not so much the work, but the raw material that I will miss. Who knows where this metal will wind up, t'is a shame to loose it all."

He pockets a few easily separated chunks of steal, but he knows he can't carry much, his pack is already weighed down by this portable forge (the anvil alone coming in at over 7 stone).


Inactive

"I had not considered jetisoning the equipment. It can be easily rebuilt, our lives ... not so easily.

Ovarik calls out to his fellow tunnel dweller, "I will lend a hand with those, it's better to loose those than out lives."

He quickly lashes his precious pack to the nearest mast or capstan and moves to assist with the lightening of the load.


Inactive
GM_Sarc wrote:
My only observation to you would be that it looks like many of the social skills are going untrained. At the moment Devans base charisma is making up for it but you may want someone to invest in bluff, sense motive, disguise, intimidate etc.

I wouldn't be very helpful there, maybe Sense Motive, but Ovarik is not the charismatic one.


Inactive

Ovarik watches the mist flow over the bow of the Ascension with a feeling of dread. He hated sea travel. "Dwarves were never meant to sail. Too much sky, I miss a good stone roof over my head. And a floor that doesn't move."

Two days on the retreat until they reached the ships, three days at sea, the horrible storm three days ago, and now this. Ovarik was no longer certain that he would return to to caverns. "Not again."

He moves to the center of the boat, holds up Torag's hammer, and casts bless. He sets his pack on the deck and wraps the straps around his arm. "I've done what I can now, let's hope I can keep dry."


Inactive

I hate to say it, but Devan's skills can't be correct. By that list he has Ranks in 39 skills that can only be used trained. Even with an 18 Int he should only have 30-32 skill points to distribute. The Duettest archetype looses bardic knowledge.

Nope, totally wrong. Forgot that Craft is technically usable untrained. Never mind.


Inactive

I could move one point from Survival to Heal. It'd only drop my Survival by one but add 4 to Heal.


Inactive

Gotta admit, this will be an interesting group.

  • two Elven evocation arcane casters (Aelwyn and Ravarel)
  • one Dwarven two-handed fighter (Glamdout)
  • one human skilled character (Devan)
  • two sappers (Glamdout and Devan)
  • one Dwarven divine caster (Ovarik)
Can't wait to see where we wind up.


Inactive

Thanks for to selection.
Once folks have finalized aliases, we should coordinate skills and skill sets to make sure we aren't missing something important.


GM_Sarc wrote:
Finishing up reading characters now. Lost some time with the website being down part of yesterday. I should have a final list posted this afternoon.

Thanks for the update, yesterday's outage was indeed annoying. Looking forward to your announcement.


GM_Sarc wrote:
Had a couple people indicate that they were planning on submitting but I wasnt able to answer their questions in time so I am going to leave this open until Friday to give those people a chance. I will review over the weekend and let everyone know on Sunday!

Has anyone heard from GM_Sarc since Wednesday?


I think I covered most of this in the description section, but here is an expanded version

Personality
Conflict: Ovarik fights for the protection of his family/clan. This can include an adopted family such as an army unit or shipwrecked crew.

Challenges: Always a perfectionist, he won’t declare a project complete until he is satisfied that it is his best possible work. Any time equipment breaks he feels it must be fixed first before going on to anything else

Attachments: He has a family back in the dwarven caverns. A sister and nieces and nephews. However, his primary attachment is his work with the forge and protecting his troops.

Passion: His passion is the forge and the creation and maintenance of equipment that will protect the warriors and civilians within his clan or adopted clan.

To use the personality guide you suggested
Primary Motivator: Service (to the church of Torag and the protection of his “flock”)
Emotional Disposition: Calm (best choice, he has fits of Joyfulness and Anger, but he is mostly a calm, concentrating person)
Moodiness: Phlegmatic
Outlook: Optimistic
Integrity: Conscientious
Impulsivness: Controlled
Boldness: Intrepid
Agreeableness: mostly Disagreeable, unless he likes you
Interactivity: once again, mostly Reserved, but if he likes you he will be Engaging
Conformity: Conventional (he is after all a LG dwarven priest of the forge)


May I introduce Ovarik Glandaur, dwarven warpriest (forgepriest) of Torag, for your consideration.

Thank you for this opportunity.


Here's an old concept of mine that looks like it will fit into this adventure nicely. Will work on typing up description and background.