Duergar Hammer

Sven the Mazebreaker's page

364 posts. Alias of Grumbaki.


Race

Lvl 1 (5/8) | Lvl 2 (7/8) | Lvl 3 (5/6) |Lvl 4 (5/6) | Lvl 5 (4/4)

Classes/Levels

Current Buffs (magic vestment (20hr) endure elements (48 hr ) enlarge person (40 min) weapon of awe (20 min) divine favor (2 min) and BoF (10r) Sven

Gender

Oracle 10 | HP 87/120 | AC 23 | T 13 | FF 22 | CMB +17 |CMD 24 | Fort +7 | Ref +6 | Will +13 | Init +2 | Perc +18 |

Size

Immune: Charms

Alignment

LG

Deity

Torag

Languages

Common, Dwarven, Giant

Strength 18
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 20
Charisma 8

About Sven the Mazebreaker

Offense
To Hit: +7 (BaB) + 4 (Str) + 2 (Enchantment) + 1 (Weapon Focus) = + 14 (+2 hit giants)
Damage: 2d6 (base) + 6 (Str) + 2 (Enchantment) = 4d6+8

Normal
[dice=Hit]1d20+14[/dice]
[dice=Pick Highest] 1d20+14[/dice]
[dice=Good/Lawful Aligned Damage] 4d6+8[/dice]
[dice=Good damage vs evil]2d6[/dice]

Enlarge
[dice=Hit]1d20+14[/dice]
[dice=Pick Highest] 1d20+14[/dice]
[dice=Good/Lawful Aligned Damage] 6d6+9[/dice]
[dice=Good damage vs evil]2d6[/dice]

Divine Favor: +4 Hit and Damage

Defense (with magic vestment)
AC: 10 (base) + 11 (armor) + 1 (dex) + 1 (deflection) = 23 (+4 vs giants)
Fort: + 3 (Class) +1 (Resistance) + 3 (Con) = 7
Ref: + 3 (Class) + 1 (Resistance) + 2 (Dex) = 6
Will: + 7 (Class) + 1 (Resistance) + 5 (Wis) = 13
CMD: 10 (base) + 7 (BaB) + 4 (Str) +2 (Dex) + 1 (Deflection) = 24

Race, Traits, Stats:

Race: Dwarf
* Slow and steady, hardy, defensive training, darkvision, stonecunning, stability, weapon familiarity
* 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. This racial trait replaces greed.
* 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. This racial trait replaces the hatred racial trait.

Traits:
* Orphaned by Giants (You gain a 1 trait bonus on attack rolls against creatures with the giant subtype, and a 2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.)
* Fate's Favored (+1 to all luck bonuses)

Stats
Str: 15 + 1 (lvl 4) + 2 (Belt) = 18
Dex: 12 + 2 (Apron) = 14
Con: 12 + 2 (Race) +2 (Belt) = 16
Int: 10 +2 (Headband) = 12
Wis: 15 + 2 (Race) + 1 (lvl 8) + 2 (Headband) = 20
Cha: 12 - 2 (Race) = 10

Feats, Equipment, Skills:

Feats:
Lvl 1: Weapon Focus, Spell Finesse (Wisdom)
Lvl 3: Weapon of the Chosen (As a swift action, you can call upon your deity to guide an attack you make with your deity’s favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit.)
Lvl 5: Improved Weapon of the Chosen (This feat acts as Weapon of the Chosen, except you gain the benefits on all attacks until the start of your next turn. Your attacks gain a single alignment component of your deity—either chaotic, evil, good, or lawful—for the purpose of overcoming damage reduction. If your deity is neutral with no other alignment components, your attacks instead overcome damage reduction as though your weapon were both cold iron and silver.)
Lvl 7: Greater Weapon of the Chosen (When you use your deity’s favored weapon to attempt a single attack with the attack action, you roll two dice for your attack roll and take the higher result. You do not need to use your Weapon of the Chosen feat to gain this feat’s benefit. As usual, the reroll does not apply to any confirmation rolls.)
Lvl 8: Improved Critical
Lvl 9: Vital Strike
Lvl 11: Power Attack
Lvl 13: Furious Focus
Lvl 15: Improved Vital Strike

Equipment:
* Agrimmosh, the Hammer of Unmaking: with Holy
* Dwarven Plate (DR 3/—)
* Heavy Pick
* Cold Iron Dagger
* Belt of Physical Might +2 Strength and Constitution
* Headband Miner's Helmet of Mental Prowess +2 Wisdom and Intelligence
* Ring of Protection +1
* Apron of the Careful chemist miner: +2 Dex
* Cloak of Resistance +1
* Vest of Endure Elements
* Holy Symbol Tattoo
* Fighter's Kit with masterwork backpack
* Scroll of Cure Serious Wounds
* 907 gold

Skills:
* Perception: +18
* Heal: +18
* Knowledge Religion: +15
* Knowledge Engineering (Headband)+15
* Intimidate: +12
* Diplomacy: +12

Background Skills
* Profession Miner: 1x +12
* Craft Alchemy: 7x +12
* Craft Weapons: 6x +13
* Craft Armor: 6x +13

Spells:

Spells Per Day:
Lvl 0: 8x
Lvl 2: 8x
Lvl 3: 6x
Lvl 4: 6x
Lvl 5: 4x

Spells Known:
Lvl 0: 8x Stabilize, Detect Magic, Create Water, Mending, Guidance, Light, Purify Food and Drink, Detect Poison
Lvl 1: Cure Light Wounds, Divine Favor, Bless, Murderous Command, Command, Air Bubble, Enlarge Person
Lvl 2: Cure Moderate Wounds, Lessor Restoration, Weapon of Awe, Hold Person, Returning Weapon, Fog Cloud
Lvl 3: Cure Serious Wounds, Magic Vestment, Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
Lvl 4: Cure Critical Wounds, Blessing of Fervor, Restoration, Wall of Fire
Lvl 5: Cure Light Wounds - Mass, Angelic Aspect, Righteous Might

Oracle:

Battle Mystery
Blessed by Torag, Sven has been gifted with the strength of his lost youth so that he might serve his God
* Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th),
* Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
* Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
* Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.

Curse: Reclusive
Sven is cursed by Minderhal, with the spiteful God working to halt aid to the dwarf when it is needed the most.
* Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.
* At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time.
* At 10th level, you are immune to charm spells and spell-like abilities.
* At 15th level, you gain spell resistance equal to 10 + your oracle level.

Agrimmosh, the Hammer of Unmaking:

The stone giants of the Mindspin Mountains believe that the giant god Minderhal used his hammer Agrimmosh to forge the first giant. This creation was imperfect, however, so he crafted another and granted it life, creating the first stone giant. Pleased with what he had now wrought, Minderhal pulverized his first creation with a final blow of the Hammer of Unmaking, and its pieces became all of the other races of giants that came to populate the world.

Agrimmosh appears to be a simple stone blacksmith’s hammer engraved with Minderhal’s holy symbol. It functions as a +2 impact warhammer that automatically resizes itself to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh can use the hammer to cast heightened enlarge person (Fortitude DC 23 negates). This effect lasts for 20 minutes. Whenever the wielder of Agrimmosh confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes.

In addition, Agrimmosh has other powers that are currently dormant. When the Hammer of Unmaking is struck against Minderhal’s Forge in the Cathedral of Minderhal, these powers are reawakened, and Agrimmosh gains the following abilities.

Whenever the wielder of Agrimmosh successfully strikes a creature with the hammer, as an immediate action he can attempt a targeted dispel check against the struck creature, as dispel magic, to end a single ongoing transmutation effect that alters the target’s size. Other ongoing spells and effects are unaffected. The wielder uses the hammer’s caster level as his own when attempting such a dispel check.

• Heightened enlarge person (1 charge, DC 23; this replaces
Agrimmosh’s 1/day enlarge person ability)

• Heightened mass enlarge person (2 charges, DC 23)

Lastly, Agrimmosh can be used in conjunction with Minderhal’s Forge at the Cathedral of Minderhal to resize magic armor and weapons.

Background:

Sven is a dwarven miner turned Cleric of Torag. He earned the title 'Mazebreaker' by winning a challenge set by the elders of his clan for young miners. A maze had been made, to test how well the young dwarves could navigate in the dark, with the prize being gold ore as big as a dwarf's head in the center. Sven took his trust pick and tunneled his way through the maze, claiming the prize by sheer bullheaded determination.

The dwarf, hailing from Highhelm, left his home along with a handful of clansmen to dig a mine near the Hordeline. It was rich in valuable ores. Rich enough to be worth the risk. While the dwarves expected their trouble to come from orcs, it was from the Giants that they came undone. A fire giant raiding party destroyed the mine, killing most of the miners, with most of the survivors being taken captive. Bharaz managed to escape by fleeing into the depths of the earth.

It was in the dark that Bharaz found Torag. Delirious from lack of sleep and food, he heard a voice which he at first mistook for his father. It led him down lightless tunnels and into undiscovered caverns. Miracles began to happen, where water was found where there shouldn't be any, and his wounds healed on when he prayed. Without knowing it, the lone miner had become a cleric.

Since then he has wandered, hoping to find what had become of his lost kinsmen. During these wanderings he heard rumors of a group of brave dwarves who had struck a blow against the Horde, defending Trunau and taking the fight to the Giants. He has sought them out, believing in his heart that it is Torag's will that he aid them in their quest…and this has proven to be correct. Now the bearer of Agrimmosh, the old dwarf finds himself both blessed by Torag and cursed by Minderhal for his deeds.