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Post by Zyraen on Mar 5, 2017 23:29:56 GMT 8
OLAF - Init +12 (4Hlv 4Readiness 4feat) L9 Dwarf Knight Class Defenses: +2 Fort Specialization: Staggering Hammer
L1 Stats (before racial bonus) : Str 17 Con 12 Dex 10 Int 8 Wis 16 Cha 10 L8 Stats : Str 21 Con 14 Dex 10 Int 8 Wis 18 Cha 10
AC FRW 27 / 24 / 19 / 21 HP 84 / Sval 18 / ESurges 4
SKILLS - * Trained. -2 check from Plate ( inclusive 4Hlv ) Str 7 : Athletics* +12 Con 4 : Endurance* +13 Dex 3: Acrobatics, Stealth, Thievery Int 3 : Arcana, History, Religion Wis 8 : Dungeoneering +10, Heal, Insight, Nature, Perception* +13 Cha 4 : Bluff, Diplomacy, Intimidate* +9, Streetwise
FEATS F) Exp, Focus, ImpDef F) Shield Finesse 1) Bludgeon Expertise 2) Focused Superiority 4) Wary Fighter 6) Vicious Advantage 8) World Serpents Grasp
MBA Unarmed Strike At Will, Melee 1 +15 vs AC (4Hlv 5Str 1Exp 2Prof 2Enh 1Talent) 1d10+11 damage (5Str 1Focus 2Enh 2Bracers 1Class) +4 with OAs
Cast-Iron Stomach: You have a +5 racial bonus to saving throws against poison.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
R) Dwarven Resilience AW) Battle Guardian AW) Defender Aura AW) Battle Wrath AW) Defend the Line AW) Hammer Hands Enc) Power Strike x2 U2) Glowering Threat U6) Ignore Weakness U8) Shield Block
ITEMS * - floating items *L10 Avalanche Hammer +2 *L7 Badge of Berserker +2 *L7 Dwarven Plate Armor +2 Heavy Shield L3 Bracers of Mighty Striking L3 Acrobat Boots L1 Distance Throwing Hammer +1 Adventurers Kit
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DEFENSES IN DETAIL AC 27 : 10base 4hlv 9plate 2enh 2shield Fort 24 : 10base 4hlv 2class 1impdef 2enh 5stat Ref 19 : 10base 4hlv 1impdef 2enh 0stat 2shield Will 21 : 10base 4hlv 1impdef 2enh 4stat
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Post by Zyraen on Apr 12, 2017 19:39:17 GMT 8
Converting into NPC of level = Party + 1
OLAF THE BEARDLESS - Init +12 L11 Soldier (Base6) AC FRW 27 / 25 / 20 / 22 HP 84 / SVal 21 / Esurges 3 Speed 5 Saves +2
TRAITS *Defender Aura (Aura 1) : When an enemy in your aura shifts or makes an attack that does not include you, you may OA that enemy. *Badge of Berserker: Never provoke OA when charging *Avalanche Hammer: Extra 1d10 damage when charging *Cast-Iron Stomach: You have a +5 racial bonus to saving throws against poison. *Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
ACTIONS *Hammer (MBA, AW) +16 vs AC, 1d10+13, or 1d10+17 if it is an OA. *Throwing Hammer (RBA, AW) Ranged 10, +16 vs AC, 1d6+11 *Dwarven Resilence (Enc, Minor) Use your 2nd Wind to get +2 to all defenses and regain HP equal to your SVal. *Power Strike (2/Enc, Free) : Deal extra 1d10 damage when you hit with your MBA, and immobilize the target until ENT or until you are no longer conscious and adjacent to it. Special: You gain an extra Power Strike at L13.
SKILLS - * Trained. Dwarf +2 to Endurance & Dungeoneering -4 check from Plate & Hvy Shield Str 6 : Athletics* +11 Con 3 : Endurance* +12 Dex 2: Acrobatics, Stealth, Thievery Int 4 : Arcana, History, Religion Wis 9 : Dungeoneering +11, Heal, Insight, Nature, Perception* +14 Cha 5 : Bluff, Diplomacy, Intimidate* +10, Streetwise.
STAT REF (heroic) Str20 Con14 Dex10 Int8 Wis18 Cha10
LEVEL UP - Every Level gain 6 HP, SVal is 1/4 of your HP - Every Level gain +1 to all Defenses, Atk, Dmg - Every Even Level gain +1 to Initiative and all your Skills
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Post by Zyraen on May 21, 2017 23:56:35 GMT 8
OLAF THE BEARDLESS - Init +13 L12 Soldier (Base6) AC FRW 28 / 26 / 21 / 23 HP 90 / SVal 22 / Esurges 3 Speed 5 Saves +2
TRAITS *Defender Aura (Aura 1) : When an enemy in your aura shifts or makes an attack that does not include you, you may OA that enemy. *Badge of Berserker: Never provoke OA when charging *Avalanche Hammer: Extra 1d10 damage when charging *Cast-Iron Stomach: You have a +5 racial bonus to saving throws against poison. *Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
ACTIONS *Hammer (MBA, AW) +17 vs AC, 1d10+14, or 1d10+18 if it is an OA. *Throwing Hammer (RBA, AW) Ranged 10, +17 vs AC, 1d6+12 *Dwarven Resilence (Enc, Minor) Use your 2nd Wind to get +2 to all defenses and regain HP equal to your SVal. *Power Strike (2/Enc, Free) : Deal extra 1d10 damage when you hit with your MBA, and immobilize the target until ENT or until you are no longer conscious and adjacent to it. Special: You gain an extra Power Strike at L13.
SKILLS - * Trained. Dwarf +2 to Endurance & Dungeoneering -4 check from Plate & Hvy Shield Str 7 : Athletics* +12 Con 4 : Endurance* +13 Dex 3: Acrobatics, Stealth, Thievery Int 5 : Arcana, History, Religion Wis 10 : Dungeoneering +12, Heal, Insight, Nature, Perception* +15 Cha 6 : Bluff, Diplomacy, Intimidate* +11, Streetwise.
STAT REF (heroic) Str20 Con14 Dex10 Int8 Wis18 Cha10
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