About Vegeir "Gear" CarlsenM LN Human Fighter/Cleric, Level 1/10, Init +0, HP 119/119, Speed 20, AC 22 (+2 vs evil), Touch 10 (+2 vs evil), Flat-footed 22 (+2 vs evil), Fort 2+2+7+2 (+2 vs evil), Ref 0+1+3+2 (+2 vs evil), Will 0+1+7+2 (+2 vs evil), Base Attack Bonus +7/+2 (+11/+6/+1), Grapple +13 (+17)
MELEE
Stag King's Hammer, MW Cold Iron Maul +18/+13/+8 1d10+6 x3 B Full Plate Armor Gauntlets, +17/+12/+7 1d3+6 B RANGED ALWAYS CAST:
COMBAT BUFFS:
MISC SPELLS:
Protection from Evil item effect:
BACKGROUND:
From family of wizards and arcane researchers but didn't have the knack for it. Faith in Boccob gave him holy power and combined with his prodigious strength he became a holy warrior. Was in the Bright Desert for several years, searching for the Well of the Moon (eventually found in X5). Adventuring history (all the old desert adventures): Lost City (B4), Desert of Desolation modules (I3-I5), Desert Nomads adventures (X4-X5) Is a member of the Seekers of the Arcane Years long love affair with a sand shaper wizard in the Bright Desert that ended badly PERSONALITY:
Friendly, helpful, outgoing, protective. Not very smart but likes to read, especially about arcane mysteries and inventions. Doesn't trust/like to ride horses. Collects scrolls. Believes his mission is to protect magic- magic items, magic users, magical sites. Respects Wee Jas but doesn't like her view on undeath. Opposes servants of Tharizdun. Prefers his wooden holy symbol because it was carved for him by a friend during his time in the Bright Desert. Shhhh, secret goal:
Looking for the legendary Orb of Opposition, said to be in the lowest levels of the ruins of Castle Greyhawk. Wants to find it for safe keeping by the church of Boccob. APPEARANCE:
Suel heritage. Big red haired guy, bushy beard, average looking but nice and friendly. Enormous- tall and wide with muscles like a bull. 6'9", 450 pounds. Looks like a powerlifter- huge muscles but not cut/doesn't have visible abs etc. Wears heavy full plate armor covered by a blue tabard with Boccob's golden pentagram and eye symbol prominently embroidered on the chest. A golden cloak covers his shoulders and falls down his back. He carries Paragon, a greatsword he had commissioned after taking part in a battle where he witnessed a Planetar fight a Marilith. The greatsword sheds golden light in a 30' radiance when drawn, has angelic wings for a crossguard, and a turqoise gem set into the pommel. Wears a hand-carved wooden holy symbol even though he has a more ornate silver holy symbol in his backpack.
FCB: HP all levels SKILLS 2/lvl (x4 at lvl 1) = 20+8+human(4+10)
TRAITS AND ABILITIES:
Medium size Mvmt 30 Bonus feat Bonus skills (4 lvl 1, 1 per lvl) Speaks Common FC any Weapon and Armor Proficiency: All simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Bonus feat Aura Spells Deity: Boccob (Magic, Planning) Bonus feat (Extend Spell) Spontaneous Casting Aligned Spells (LN, TN) Turn Undead 7/day 3 +0 Cha +4 feat Deity: Boccob, Domains:
Magic Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack. Spells:
Planning
FEATS:
1: Power Attack Human: Extra Turning Ftr: Improved Bull Rush Boccob: Extend Spell 3: Persist Spell 6: Divine Metamagic (Persist Spell) 9: Shock Trooper Shock Trooper Feat:
Shock Trooper
( Complete Warrior, p. 112) [Fighter Bonus Feat, Tactical] You are adept at breaking up formations of soldiers when you rush into battle. Prerequisite
Benefit
Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right. Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails. Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus. Cleric spells/day:
Cleric spells usually prepared:
Cast today:
GEAR:
Weapons Paragon, +1 holy greatsword (18350) Stag King's Hammer, MW cold iron maul (330) MAGIC ITEMS
ARMOR
GEAR
Antitoxin x2 (100)
Belt Pouch [0.5 lb.] holds:
Belt Pouch [0.5 lb.] holds:
Cleric's vestments (5)
Wands:
Scrolls:
Total weight: 63 lbs.
Light load 86 lbs. (200 lb. w/ Divine Power)
MONEY
|