Herzog Onyx Warhammer (3e) Neutral Good Human Fighter 12, Barbarian 2, Ranger 1 Str 19, Dex 13, Con 17, Int 12, Wis 10, Cha 12, Hit Points 141 Skill: Climb +11, Craft (armorsmithing) +10, Craft
(blacksmithing) +12, Intimidate +7, Jump +11, Listen +4, Perform +3,
Profession (Gambler) +6, Ride +5, Speak Language (Common), Speak Language
(Dwarvish), Spellcraft +3, Spot +3, Swim +8, Wilderness Lore +3
Feats: (Ambidexterity), Blind Fight, Endurance, Dodge, Far
Shot, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility,
Point Blank Shot, Power Attack, Precise Shot, Shot on the Run, (Two-Weapon
Fighting), Weapon Focus (warhammer), Weapon Specialization (warhammer)
Other Notes: Base Attack +15/+10/+5, base Fort save +13, base Ref save +4, base Will save +4, Favored Enemy (Giants) Special Abilities: Also see the regular version of Onyx's character sheet. 1×/day - barbarian rage. Uncanny dodge (as barbarian). Fast movement (40' per round if wearing light or no armor). Special SR 7. Her SR was granted by a divine agent, so mortal magicians do not add their caster level when attempting to beat her SR. Outsider and divine casters add their level normally. Wizard's Mind: During a recent bodyguard contract, the wizard client used a spell to switch bodies with Onyx. The spell was disrupted by a disjunction but part of the wizard's mind and personality remained behind inside Onyx's head (more to her chagrin than anything). Onyx can use this shell personality to cast spells exactly as if she were a 8th level sorcerer (she still needs any material compenents). However, each time she uses this shell to cast a spell, there is a flat 1-in-20 chance that the shell will take over her body, supplanting her normal personality as the dominate person spell, for 1d20 hours. Onyx has complete memories of what the shell personality does during this time, but has no control over it. The shell personality is Lawful Neutral and slightly paranoid. The shell is not affected by negative levels. Onyx cannot improve the casting level. Onyx can learn metamagic feats and combine these with the shell's spell-casting ability. Special Hindrances: None. Equipment: studded leather +5, ring of protection +2, belt of major giant strength, gauntlets (wearer gains automatic benefits of resist fire/resist cold at all times, and all unarmed attacks can cause normal or pummeling damage as wearer desires) , dwarven thrower ×2, ring of the dwarves (grants wearer all dwarf racial abilities and she registers as a dwarf; allows her to use special properties of her hammers), potion of protection from arrows , high hard boots, large pouch ×2, tinder box, 1d6+9 gems (minimum 100gp each), fine cloak, fine robe, fine breeches, gold and silver cloak pin, medium war horse with chain barding |
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Copyright © 2000, 2001, 2011 by Patric L. Rogers. All rights reserved. Last updated 22 November 2011 by Patric L. Rogers. Send comments and suggestions to morpheus_unbound@patric.net. |
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