Drak

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Drak the Heavy-Handed

  • Chaotic Good Dwarf Crusader 5
  • Experience:

Abilities

Ability Score Modifier
Strength 18 +4
Dexterity 12 +1
Constitution 16 +3
Intelligence 12 +2
Wisdom 10 +0
Charisma 8 -1

Combat

  • Hit Points: 39
  • Initiative: +1
  • Speed: 20 ft (run x3),
  • (+9 armor, +2 shield, +1 dex), touch 11, flat-footed 20
  • Fort: +7, Ref: +2, Will: +1

Melee

Base Atk/Grapple: +5/+8

  • Dwarven Waraxe: +10 One-handed, 1d10+5;20/x3
  • Dagger: +9 One-handed, 1d4+3;19-20/x2, Dagger
  • Light Crossbow: +6 Two-handed, 1d8;19-20/x2

Skills

Skill Ranks Ability Modifier Misc Total
Concentration 8 Con +3 0 +11
Craft (Blacksmith) 8 Int +2 +2 +12
Intimidate 8 Chr -1 +0 +7
Jump 8 Str +4 -12 +0
Knowledge (History) 8 Int +2 +19
Knowledge (Religion) 8 Int +2 +19

Languages: Dwarven, Undercommon, Goblin

Feats

  • Power Attack (PH 98)
  • Improved Bull Rush (PH 95).

Racial Abilities

  • +2 Constitution, -2 Charisma
  • Base land speed of 20 feet.
  • +2 racial bonus on Fortitude saves against poison.
  • Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
  • Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
  • +2 racial bonus on saving throws against spells and spell-like effects
  • +1 racial bonus on attack rolls against orcs and goblinoids
  • +4 dodge bonus against creatures of the giant type.
  • +2 racial bonus on Appraise and Craft checks that deal with stone or metal.

Class Features

  • Furious counterstrike (Ex): Attack bonus equal to damage pool divided by 5, rounded down (min +1, max +6 atk bonus) - Damage pool must have at least 1 point in it.
  • Steely resolve (Ex): First 10 damage each encounter goes to damage pool, at end of your next turn, damage in pool is dealt as normal, and pool is reset to zero, all other attack effects are resolved normally (eg. Poision)
  • Indomitable soul (Ex): Add charisma bonus (if any) to will saves - does not stack with paladin's divine grace.
  • Zealous surge (Ex): May reroll a single saving throw, once per day - declare before DM decides fail/success.

Maneuvers and Stances

  • Crusader's Strike (Devoted Spirit) (Strike Level 1) (Pg 58) : Successful attack allows you to heal 1d6 +1/initiator level.
  • Martial Spirit (Devoted Spirit) (Stance Level 1) (Pg 60) : Heal 2 hit points with each successful attack.
  • Vanguard Strike (Devoted Spirit) (Strike Level 1) (Pg 62) : Allies gain +4 bonus on attacks against target.
  • Charging Minotaur (Stone Dragon) (Strike Level 1) (Pg 81) : Charging bull rush deals damage, ignores attacks of opportunity.
  • Stonefoot Stance (Stone Dragon) (Stance Level 1) (Pg 85) : +2 Bonus on Strength checks, +2 bonus to AC against larger foes.
  • Bonecrusher (Stone Dragon) (Strike Level 3) (Pg 81) : Deals +4d6 damage, +10 bonus on attacks to confirm critical hits.
  • Leading the Attack (White Raven) (Strike Level 1) (Pg 91) : Allies gain +4 bonus on attacks against foe you strike.
  • Foehammer (Devoted Spirit) (Strike Level 2) (Pg 59) : Overcome foe's DR, deal +2d6 damage.
  • Mountain Hammer (Stone Dragon) (Strike Level 2) (Pg 84) : Deal +2d6 damage, overcome DR and hardness.
  • Bonecrusher (Stone Dragon) (Strike Level 3) (Pg 81) : Deals +4d6 damage, +10 bonus on attacks to confirm critical hits.

Equipment

  • +1 Full Plate
  • Masterwork Heavy Steel Shield
  • +1 Dwarven Waraxe
  • Belt of Strength +2
  • Dagger (2)
  • Light Crossbow
  • -- 20 Bolts
  • Pack
  • Sunrods (2)
  • Flint and steel
  • Bedroll
  • Waterskin
  • 5 days trail rations
  • Whetstone

Appearance and History

  • Height: 4’2”
  • Weight: 150 lbs.
  • Brown eyes
  • Black hair, well-maintained beard laced with strands of silver.

Personality Gruff, there’s a good word. Impatient, that’s another.

Drak’s not nearly so unpleasant as he first appears, honestly, but he has little time for most people.

History Drak the Heavy-Handed was a blacksmith, and he was content. And why not? He spent his days beating raw metal into useful forms, using nothing more than fire and the strength of his own two arms. What more could any man desire?

The first vision came upon him while he was at the forge. He saw a field of blood and fire and steel, heard the cries of the dying, saw the soulless things that fed about the living and dead alike. And when he came to himself, minutes or hours or days later, Drak saw that the pick that he’d been forging was now an axe of exquisite beauty and impossible sharpness.

With a strength he’d never known before, Drak picked up anvil and carried it to the public square. For a day and night and spoke to anyone who’d listen, warning them of what he’d seen, of the doom that was sure to fall upon the dwarven people if they persisted in remaining neutral in the face of the coming conflict.

When he’d said enough, Drak smote the anvil with the axe that he had forged, cleaving it nearly in two with a weapon of entirely normal steel.

And then Drak left. He spent the next week in a fevered daze, wandering the tunnels, sleeping on stone, eating whatever he could find. Until e found a cavern, with an icon of Moradin carved into the living rock, and the second vision came upon him.

He saw himself clad in armor of black steel, an axe in his hand, standing alone against a horde of numberless undead. At his back, he heard the sound of hammers. He fought, and he killed, and he fought…and the sound behind him was the sound of marching feet and clashing weapons. And as Drak fell at last, pierced by an ice-cold blade, he heard the sound of a Dwarven warcry arising fround ten thousand throats.

And then Drak awoke, clear of head, his coal-black beard shot with silver. And he knew his task.

Links

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