Rodur Ogrecrusher | |
Aliases: | Rhody |
Age: | 45 |
Hair: | Bald |
Beard: | Black |
Eyes: | Blue |
Height: | 4'3'' |
Weight: | 200 lbs |
Race: | Dwarf |
Class: | Warblade 7 / Battlesmith 3 |
Alignment: | Neutral Good |
Deity: | Moradin |
Level: | 10 |
Experience: | 45,004 |
Hit Points: | 150/150 |
Gold: | 11,290 |
Current Status: | Active |
Played by Scathien |
- Description
- Stats & Combat
- skills
- Feats
- Class Abilities
- Race
- Equipment
- Paragon Item
- Maneuvers
- Adventures
- Background
- Questionaire
Stats |
STR | DEX | CON | INT | WIS | CHA | |
Score | 20 | 12 | 20 | 18 | 14 | 10 |
Bonus | +5 | +1 | +5 | +4 | +2 | +0 |
Score | 20 | 10 | 20 | 18 | 10 | 10 |
Bonus | - | +2 | - | - | +4 | - |
Combat |
Initiative | +1 | BaB | +10/+5 | Graple | +15/+10 | Speed | 30 ft |
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type. |
Stability: Dwarves receive a +4 racial bonus when resisting a bull rush or trip attempt while standing on the ground. |
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. |
Adamantium Heavy Armor: DR 3/- |
Defense | Ttl | Bonuses |
AC | 28 | 10 +10(Armor)+1(Natural Armor)+1(Dex)+2(Deflection)+1(Sacred)+3(Enhancement) |
Flat | 28 | 10 +10(Armor)+1(Natural Armor)+1(Dex)+2(Deflection)+1(Sacred)+3(Enhancement) |
Touch | 14 | 10+1(Dex)+2(Deflection)+1(Sacred) |
Save | Ttl | Bonuses |
Fortitude | 13 | 5(Con)+5(Warblade)+3(Battlesmith) |
Reflex | 8 | 1(Dex)+2(Warblade)+4(Insight)+1(Battlesmith) |
Will | 3 | 0(Wis)+2(Warblade)+1(Battlesmith) |
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. |
Weapon Focus (Dwarven Battlehammer): +1 on attack rolls |
Weapon Specialization (Dwarven Battlehammer): +2 on Damage Rolls |
One with the Hammer: Add Wis mod to damage with Dwarven Battlehammer |
Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
+3 Adamantium Dwarven Battlehammer | +19/+14 | 1d10+14 | Bashing | 20/x3 | 3#1d10+14 | Melee |
Maneuvers Known | 7 |
Maneuvers Per Encounter | 4 |
Stances Known | 2 |
Easy Appraisals: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. |
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. |
Metalcrafting: A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork. |
Masterwork Artisan's Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them. |
Masterwork Artisan's Tools of Crafting: These tools are specially enchanted to provide a +32 Competence bonus to craft checks 1/day |
C | U | Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
X | U | Climb (Str) | 6 | + 4 | + 0 | - 5 | + 0 | + 5 |
X | U | Jump (Str) | 7 | + 4 | + 0 | - 5 | + 5 | + 11 |
X | U | Swim (Str) | 0 | + 4 | + 0 | - 10 | + 0 | - 6 |
X | U | Balance (Dex) | 10 | + 1 | + 0 | - 5 | + 0 | + 6 |
- | U | Escape Artist (Dex) | 0 | + 1 | + 0 | - 5 | + 0 | - 4 |
- | U | Hide (Dex) | 0 | + 1 | + 0 | - 5 | + 0 | - 4 |
- | U | Move Silently (Dex) | 0 | + 1 | + 0 | - 5 | + 0 | - 4 |
- | - | Open Lock (Dex) | 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | U | Ride (Dex) | 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
- | - | Sleight of Hand (Dex) | 0 | + 1 | + 0 | - 5 | + 0 | - 4 |
X | - | Tumble (Dex) | 10 | + 1 | + 0 | - 5 | + 0 | + 6 |
- | U | Use Rope (Dex) | 0 | + 1 | + 0 | + 0 | + 0 | + 1 |
X | U | Concentration (Con) | 13 | + 5 | + 0 | + 0 | + 0 | + 18 |
X | U | Appraise (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
X | U | Craft (Int) | 13 | + 4 | + 0 | + 0 | + 0 | + 17 |
- | - | Decipher Script (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | - | Disable Device (Int) | 0 | + 4 | + 0 | + 0 | + 0 | + 4 |
- | U | Forgery (Int) | 0 | + 0 | + 4 | + 0 | + 0 | + 4 |
X | - | Knowledge (Int) | 13 | + 4 | + 0 | + 0 | + 0 | + 17 |
- | U | Search (Int) | 0 | + 0 | + 4 | + 0 | + 0 | + 4 |
- | - | Spellcraft (Int) | 0 | + 0 | + 4 | + 0 | + 0 | + 4 |
- | U | Heal (Wis) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | U | Listen (Wis) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | - | Profession (Wis) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | U | Sense Motive (Wis) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | U | Spot (Wis) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | U | Survival (Wis) | 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
- | U | Bluff (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | U | Diplomacy (Cha) | 13 | + 0 | + 0 | + 0 | + 0 | + 13 |
- | U | Disguise (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Gather Information (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Handle Animal (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | U | Intimidate (Cha) | 13 | + 0 | + 0 | + 0 | + 0 | + 13 |
- | U | Perform (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Use Magic Device (Cha) | 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Speak Language | + 0 |
Skill Points at First Level: Warblade Level (4) + 4 (Int) = 8 x 4 = 32
Skill Point per Warblade Level - 4 (Warblade) + 4 (Int) = 8
Skill Point per Battlesmith Level - 2 (Battlesmith) + 4 (Int) = 6
Skill Points | 98 |
-U = usable untrained
-C = class skill
Craft | Knowledge | Language | Perform | Profession | Skill Trick | |
Weaponsmithing, Armorsmithing, Bowmaking | Martial Lore, Religion, Architecture & Engineering, History | Common, Giant, Sylvan, Goblin, Literacy, Undercommon | - | - | - |
Level 1 - Power Attack: You can make exceptionally powerful melee attacks.
Level 3 - Armor Proficiency Heavy: You are proficient with heavy armor
Level 6 - Weapon Focus: Choose one type of weapon. You are especially good at using this weapon. (Current: Dwarven Battlehammer)
Level 9 - Weapon Specialization: You are extraordinarily skilled with your weapon of choice. (Current: Dwarven Battlehammer)
Level 12 - Feat: Desciption
Level 15 - Feat: Desciption
Level 18 - Feat: Desciption
Warblade 5- Endurance: You are capable of amazing feats of stamina.
Battlesmith 1- Craft Magic Arms and Armor: You can create magic weapons, armor and shields. (Effective Caster Level: 9th)
REP Feat 1- Extraordinary Artisan: You are an expert at creating magic items at a lower cost than usual.
REP Feat 2- Legendary Artisan: You have mastered the method of creating magic items.
REP Feat 3- Magic Artisan: You have mastered the method of creating Magical Arms and Armor
Warblade 7
You are proficient with simple and martial melee weapons (including those that can be used as thrown weapons), light and medium armor, and all shields except tower shields.
You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw,and White Raven.
Once you know a maneuver, you can use it (see Maneuvers per Encounter, below). A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver’s prerequisite to learn it. See details on Blade Magic or the bottom of this page.
Upon reaching 4th level, and at every even-numbered warblade level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace
the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
You can use all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to use. You begin an encounter with all your maneuvers unexpended, regardless of how many times you might have already used them before. When you initiate a maneuver, you expend it for the current encounter, so each of your maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not fl at-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your Warblade level) on your Reflex saves.
Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus).
You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the
designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.
At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.
The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.
At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list.
Feat Options: Acrobatic, Agile, Athletic, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quick Draw, Run.
At 6th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has levels that provide the uncanny dodge ability (all classes that provide uncanny dodge stack to determine the minimum rogue level required to sneak attack someone with improved uncanny dodge.
Your instinct for seizing the moment gives you a signifi cant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.
Battlesmith 3
Battlesmiths gain no proficiency with any weapon or armor.
A battlesmith’s long hours at the forge grant him a special bond with a hammer. When wielding a dwarven battlehammer that he has crafted himself, a battlesmith adds her Wisdom bonus as a bonus to the damage dealt by the weapon.
A battlesmith learns some of the great dwarven secrets of forging weapons and armor. A battlesmith receives Craft Magic Arms and Armor as a bonus feat, regardless of her caster level. Multiply the battle smith’s class level by 3 to determine her effective caster level for the purpose of creating magic arms and armor (this benefit stacks with any other caster levels the battlesmith might have).
For example, a 7th-level fighter/1st-level Battlesmith would be treated as a 3rd-level caster for the purpose of creating magic arms and armor. A 7th-level cleric/1stlevel battlesmith would be treated as a 10th-level caster for that purpose. The Battlesmith must still meet any other prerequisites for the item’s creation. This stipulation might mean that she needs the assistance of other characters to complete the creation of an item.
No armor fits so well as that created by a battlesmith for her own use. When wearing heavy armor that she has crafted herself, a battlesmith of 2nd level or higher gains a +1 sacred bonus to Armor Class. This bonus increases to +2 at 4th level.
At 3rd level, a battlesmith becomes inured to the effects of fatigue and exhaustion, and can ignore their effects for a number of hours equal to her class level. At the end of this time, if the condition remains, the battlesmith succumbs to the effects.
Dwarf
Citadel Dwarves
- +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
- Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
- Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Dwarves can see in the dark up to 60 feet.
- Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.
- Easy Appraisals: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
- Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Dwarves receive a +4 racial bonus when resisting a bull rush or trip attempt while standing on the ground.
- Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- 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.
- Languages: Dwarves begin play speaking Common and Giant. Dwarves with high Intelligence scores can choose from the following: Sylvan, Goblin, Wildlander, Terran, and Undercommon.
Special
Timeless Body: Due to drinking brandy made from a peach of immortality (from Peaches Of Immortality quest), Rodur will no longer age naturally, can not be magically aged, and will not die of old age upon reaching maximum racial age.
Weapon | Damage | Crit | Range | Type | Notes |
+3 Adamantium Dwarven Battlehammer | 1d10+7 | 20/x3 | Melee | Bashing | Adamantium, Masterwork, +3 Enhancement |
Protective Item | AC | Type | MD | ACP | SF | Move | Notes |
+3 Adamantine Dwarven Plate Armor | +10 | Armor | +2 | -5 | 35% | 15 ft | DR 3/-, Masterwork Quality, +3 Enhancement |
Amulet of Natural Armor | +1 | Natural Armor | - | - | - | - | - |
Ring of Protection | +2 | Deflection | - | - | - | - | - |
Slot | Item | Description |
Head | Headband of Wisdom | A simple cloth headband |
Face | - | - |
Neck | Amulet of Natural Armor | - |
Shoulders | - | - |
Torso | +3 Adamantine Dwarven Plate Armor | The pinnacle of dwarven armorsmithing, this is the preferred armor of many dwarf paladins and knights. |
Arms | - | - |
Hands | Gloves of Dexterity | Simple looking gloves |
Right Ring | Ring of Protection | A ring carved with protective runes |
Left Ring | - | - |
Waist | - | - |
Feet | Boots of Striding and Springing | - |
Pack | - | - |
List of Items Here:
Item Name | Weight | Cost |
+3 Adamantium Dwarven Battlehammer | 20 lbs | 21,040 gp |
+3 Adamantine Dwaven Plate Armor | 55 lbs | 26,500 gp |
Headband of Wisdom | - | 16,000 gp |
Backpack | 2 lbs | 2 gp |
Bedroll | 5 lbs | 0.1 gp |
Flint and Steel | - | 1 gp |
Beltpouch | 0.5 lbs | 1 gp |
4 days Trail Rations | 4 lbs | 2 gp |
50' silk rope | 5 lbs | 10 gp |
Sack | 0.5 lbs | 0.1 gp |
2 waterskins | 8 lbs | 2 gp |
Whetstone | 1 lb | 0.02 gp |
1 Cure Moderate Wounds Potion | - | 300 gp |
Masterwork Artisan's Tools of Crafting | 5 lbs | 20,535 gp |
Amulet of Natural Armor | - | 2000 gp |
Boots of Striding and Springing | 2 lbs | 5500 gp |
Gloves of Dexterity | 1 lb | 4,000 gp |
Ring of Protection | - | 8,000 gp |
Statistics of Items Here:
Price: 20,535 gp
These Masterwork Artisan's Tools provide a +2 Circumstance bonus when crafting items. In addition, they can be used on one project per day to provide a +32 Competence Bonus to craft checks regarding the creation of that item.
Price: 2,000 gp
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1
Price: 16,000 gp
Slot: Head
A cloth headband specially enchanted to provide a +4 enhancement bonus to the wearer's wisdom score
Price: 5,500 gp
Slot: Feet
Aura: Faint
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks.
.
Price: 21,040 gp
Slot: Weapon
This Dwarven Battlehammer is of masterwork quality, forged by Rodur Ogrecrusher himself and covered in various symbols of Moradin.
Price: 26,500 gp
Slot: Armor
This Dwarven Plate is made of Adamantium, and provides Damage Resistance of 3/-. It is also of masterwork quality and bears runes and symbols of Moradin carved into the metal, forged by Rodur Ogrecrusher himself.
Price: 4,000 gp
Slot: Hands
These simple gloves add to the dexterity of the wearer, granting a +2 bonus.
Price: 8,000 gp
Slot: Finger
This ring is specially enchanted to provide a +2 Deflection Bonus to AC
Animum Humani Creatio
Description:
The Animum Humani Creatio is a device made of an unknown alloy containing a very specialized version of SOLAI's programming. The fabrication machine is roughly 20 feet long by 10 feet high by 5 feet wide with a control panel on the side to allow for the input of design schematics. Once properly set up, the fabrication machine is able to accept design schematics and once the necessary pieces are placed into the machine's hopper, the fabrication machine makes the necessary shaping and assembly according to the schematics input into the control panel. The assembled piece is then ejected from the other side, ready for final touches. The end result is that the person who controls this machine is capable of getting a weeks worth of work complete in only a single day. This device is currently protected in such a manner so that only Rodur is capable of activating and using it thanks to some instruction from SOLAI's program embedded within the device.
Mechanics:
The wielder of this magi-tech artifact is capable of making daily craft checks and having the result count in gold pieces instead of silver in terms of progress toward the completion of the item. This does not affect enchanting items, only items created through the use of the craft skill. In addition, Rodur is well aware of what effect this device could have on Therafim's economy and thus takes great steps to safeguard it. Because of this, he refuses to make a massive profit off of making items and selling them directly back to the market. This limitation means that Rodur must either make items to be used by him, or used by other PC's who order items from him. These items can not be immediately sold back to the market for a profit.
Warblade Maneuvers
Warblade Level 1 Maneuvers:
Moment Of Perfect Mind - (Diamond Mind) Counter—Use Concentration check in place of Will save.
Sapphire Nightmare Blade - (Diamond Mind) Strike—Opponent flat-footed, +1d6 damage with Concentration check.
Steel Wind - (Iron Heart) Strike—Attack two opponents.
Warblade Level 2 Maneuvers:
Mountain Hammer - (Stone Dragon) Strike—Deal +2d6 damage, overcome DR and hardness.
Action Before Thought - (Diamond Mind) Counter—Use Concentration check in place of Reflex save.
Warblade Level 3 Maneuvers:
Bonecrusher - (Stone Dragon) Strike—Deal +4d6 damage, +10 bonus on attacks to confirm critical hits.
*Warblade Level 4 Maneuvers**:
Ruby Nightmare Blade - (Diamond Mind) Strike—Attack deals double damage with successful Concentration check.
Warblade Level 1 Stances:
Punishing Stance - (Iron Heart) Stance—Attacks deal +1d6 damage, but you have –2 to AC.
Stance of Clarity - (Diamond Mind)Stance—Gain +2 AC against one foe, –2 against all others.
Name | XP Reward | Other Rewards/Notes | Sheet Updated with Reward? |
Orchard Spiders | 600 | 600 gp | Yes |
Contrary Contraband Part One | 500 | None | Yes |
Contrary Contraband Part Two | 1,980 | 1,710 gp, 1 potion (Bull's Strength), 1 Cure Moderate Wounds Potion | Yes |
Contrary Contraband Part Three | 1,080 | 1,000 gp | Yes |
A Bottle of Wine and Thou | 500 | 625 gp | Yes |
Cast About a Cadaver | 900 | 1350 gp | Yes |
Did Someone Call for a WAAAGGHHH | 2000 | 1400 gp and an Amulet of Natural Armor +1 | Yes |
I Once Had a Dream | 2700 | 2760 gp | Yes |
One Tin Soldier | 3875 | 25 gp and Adamantine Rigid Breastplate | Yes |
The Ministry of Winds | 600 | 833 gp and Boots of Striding and Springing | Yes |
Alicorn | 1080 | 1350 gp and +1 Greataxe "Headcleave" | Yes |
Peaches Of Immortality | 2684 | 3825 gp and Immortal Peach Brandy (x2, Rodur drank one, Rhea Steelheart was given the other which was also consumed | Yes |
Things Left Behind | 2200 | 4400 gp and Animum humani creatio Artifact (Paragon Item) | Yes |
Kythons on the Streets | 4320 | Gloves of Dexterity +2, Ring of Protection +2, 2,800 gp | Yes |
Character History:
Rodur was born and raised in a citadel housed in Deepforge, in the mountains of Summerland. Ever since he was old enough to wield his first weapon he decided to train in the arts of the warblade. Rodur's father you see, was of importance in the military, and always taught his son everything that he had learned during his years of commanding others in battle. There was another reason that Rodur always put his best foot forward in his training however…
Ever since Rodur was little, he had a friend by the name of Rhea Steelheart. The pair grew up together, facing many childhood challenges as one single invincible team. This continued until the day Rhea was called into Mordain's clergy and left to a place where Rodur could not follow. Ever since that day he trained harder than ever, assured somewhere in the back of his mind that one day they would meet again. The invincible team would be reunited. He would be her sword, and she would be his shield. The pair would stride forth together into the wide open world, seeking adventure and glory for their homeland.
It was not until he learned through some third-hand delivered news that Rhea had left for her own adventure that Rodur soon did the same. With the blessings of his father, who felt he had no more to teach his son Rodur Ogrecrusher was sent out into the wide open world. His first stop? Avalon… The hub of adventurers.
He wasn't quite sure if he would meet Rhea there, but it was as good a place as any to start…
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Rodur is a dwarf a little over 4 feet tall. He is bald, with a black beard hanging down to his chest, and sharp blue eyes. He is average in terms of looks and appears to be in his mid 40's. Rodur dresses normally when not preparing for battle, and is generally seen in a simple shirt and breeches and boots. When working the forge he accompanies this with a smith's apron and a pair of goggles over his eyes to protect his sight from stray embers and sparks. When preparing for battle Rodur dons his adamantium armor, and can be seen carrying around a dwarven battlehammer made out of adamantium.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Nothing that would be overly noticable
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Since there are not many dwarves around, Rodur's general dwarven accent tends to be memorable.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Rodur was born in Deepforge on the 3rd week of the 6th month. Nothing unusual that anyone would associate anything with occurred on his birth.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Father: Morel Ogrecrusher, Military General, Middle Class, Still alive and married to -
Mother: Tholid Ogrecrusher, Smith, Middle Class, Still alive
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Reis Ogrecrusher: Unknown, Reis appeared to go missing a few years back and has not been seen since.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Rodur does try to write and keep in touch with his various extended family as best as he can manage, but a dwarf's family line can live long and extend out very wide, so its difficult to list -everyone- of them that are still alive
5) How did you get along with your family?
Rodur is still on good terms with his family, though his little sister Reis tended to get on his nerves.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Rodur apprenticed under both his mother (to learn the forge) and his father (to learn the art of the warblade) ever since he could walk and hold a weapon.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
N/A
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
Rodur's father was his teacher in learning the art of the warblade, while his mother was his teacher at the forge. He was treated well, but fairly. If he screwed up he was punished, if he did well he was praised. He is still on good terms with both of his parents.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
Unless they taught Reis things without Rodur knowing about it, then they had no other students.
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Books are quite important, they hold knowledge that might otherwise be lost or misinterpreted.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Rodur also works as a weapon and armor smith. Right now he currently rents a forge in the marketplace area of Avalon while he makes his own weapon (completed) and armor (still working on it). Any time he is not out adventuring, or helping Rhea at the temple, he can be found at the forge working on some project or another.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
Rhea Steelheart - Primary friend and best buddy.
2) How many of these people are still alive? How many are you still friends with?
Rhea is still alive and well, and Rodur and Rhea are still friends, and now more than that
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
Rhea is still Rodur's best friend, and one memorable event in particular was when they had located a natural hotspring on Rhea's property. The two were discovered relaxing naked within and Rodur got run off by Rhea's father, both were grounded for a rather long time, and when it got back to Rodur's parents his father put him through combat drills for a straight week.
4) What do you look for in a friend?
Rodur looks for courage, tenacity, and the desire to do the right thing.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Rodur has probably always been in love, even if he did not realize it at such a young age. His closeness with Rhea developed into a very strong friendship when they were children, and after they were separated by Rhea's calling to venture into Moradin's clergy Rodur applied himself vigorously to his training, knowing that they would eventually come back together to reform the inseparable team. It was only after Rodur left for Avalon, chasing after Rhea, did he realize that he had developed deeper feelings for her. After gathering his courage once they had met up once again within Avalon, he asked her permission to court her. She accepted, and they are currently a couple.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Rodur is a devout follower of Moradin and what it represents.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
Evil should be fought and purged. But the good spirits and things of that nature can be left alone.
3) What gods, religions, or priesthoods will you have nothing to do with?
Those that promote evil or shallow things Rodur will not associate with.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
Kill: If I am attacked first, or if the thing in question is irrevokably evil, I can kill it.
Steal: If I cant buy or make it, theres no need to even consider stealing it.
Lie: Try not to, but its a case by case thing.
Violence: Dont have to resort to it each time, but has no problem resorting to it if its called for.
Magic: Useful, needed in some cases, but ultimately when magic fails the physical still remains to finish the job.
Sex: Something special to be shared with someone whom you have developed a deep and lasting bond with. Marriage is not absolutely neccessary for this.
Dealing with Evil Beings: Rarely is there a reason to, would rather destroy the evil beings than deal with them.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Rodur has a special tenacity that has served him well as a smith. He sees it through regardless.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
Scale of 1-10, 10 being highest.
Power: 3
Weath: 2
Fame: 1
Honor: 4
Family: 5
Friends: 6
Love: 7
Knowledge: 10
Religion: 9
Job: 8
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
Rodur does not remember his dreams often. The only times he really does are when it seems important or possibly a sign from Moradin about a particular path to take.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Rodur has a neutral attitude towards magic. Its useful but its all about the person using said magic. Its just a tool like anything else.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
Rodur is an exceptionally good craftsman, heavily skilled at crafting weapons and armor.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
Rodur is in general a stoic dwarf… well… except when it comes to being around Rhea… or things concerning her.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Rodur does not have any enemies that he is aware of, or rivals or anything of that nature.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
It is probably a well known fact that Rodur loves Rhea. Mainly because he is pretty bad about hiding that fact.
2) What do you hate? How do you typically react to these hated things?
Orcs, goblins, and giants. He tends to react with his battlehammer than with words concerning these types of creatures, though he has been known to hold back if one of these types of people seem to be avoiding combat or trying to find a peaceful resolution.
3) What do you fear? What is your worst nightmare?
Rodur's worst fear is loosing Rhea, or disappointing her in such a manner that she wants nothing more to do with him.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
Rodur was on patrol with his father and a small squad in the underdark beneith deepholm when they encountered a Quaggoth. Through swift teamwork and his father's direction, the dwarves made short work of it, with Rodur managing to land the killing blow.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
N/A
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
N/A
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
N/A
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Rodur was born and raised in a citadel housed in Deepforge, in the mountains of Summerland. Ever since he was old enough to wield his first weapon he decided to train in the arts of the warblade. Rodur's father you see, was of importance in the military, and always taught his son everything that he had learned during his years of commanding others in battle. There was another reason that Rodur always put his best foot forward in his training however…
Ever since Rodur was little, he had a friend by the name of Rhea Steelheart. The pair grew up together, facing many childhood challenges as one single invincible team. This continued until the day Rhea was called into Mordain's clergy and left to a place where Rodur could not follow. Ever since that day he trained harder than ever, assured somewhere in the back of his mind that one day they would meet again. The invincible team would be reunited. He would be her sword, and she would be his shield. The pair would stride forth together into the wide open world, seeking adventure and glory for their homeland.
It was not until he learned through some third-hand delivered news that Rhea had left for her own adventure that Rodur soon did the same. With the blessings of his father, who felt he had no more to teach his son Rodur Ogrecrusher was sent out into the wide open world. His first stop? Avalon… The hub of adventurers.
He wasn't quite sure if he would meet Rhea there, but it was as good a place as any to start…