As of 3/30/98





for




Created by Mike Smith



 CLASS: Axemaster - 4th

ALIGNMENT: Lawful Good

EXPERIENCE: 9,032

RACE: Dervatear

AGE: 62

HEIGHT: 4'11"

WEIGHT: 165 lbs.

HANDEDNESS: Right

 

ATTRIBUTES:

Strength: 18/58

Hit Probability: +2

Damage Adjustment: +3

Weight Allowance: 160 lbs

Maximum Press: 305 lbs

Open Doors: 13 on d20

Bend Bars/Lift Gates: 25%

Dexterity: 11

Reaction Adjustment: 0

Missile Attack Adjustment: 0

Armor Class Adjustment: 0

Constitution: 16

Hit Point Adjustment: +2

System Shock: 95%

Resurrection: 96%

Intelligence: 10

Additional Languages: 2

Spell Level: NA

Chance to Learn Spell: NA

Maximum # of Spells/Level: NA

Wisdom: 14

Magical Defense Adjustment: 0

Bonus Spells/Level: NA

Chance of Spell Failure: 0%

Charisma: 8

Reaction Adjustment: 0

Loyalty Base: 0

Maximum #/Henchmen: 3

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SAVING THROWS: (# or greater on d20 to succeed)

SAVING THROW BONUSES:

+4 bonus to die roll against Poison (Racial ability)

+4 bonus to die roll against Wand/Staff/Rod (Racial ability)

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DERVATEAR RACIAL ABILITIES:

(10) INFRAVISION, 60'

(10) MELEE COMBAT: +1 to all attack rolls against orcs, half-orcs, goblins, and hobgoblins; Ogres, half-ogres, ogre magi, trolls, giants, and titans suffer a -4 attack roll for the purposes of hitting Hroknar in combat.

(10) MINING ABILITIES: By concentrating for one round for each attempt, Hroknar can attempt to discern the following - Determine approximate depth underground (1-3 on d6); detect sliding or shifting walls or rooms (1-4 on d6); detect any grade or slope in a passage (1-5 on d6); detect stonework traps, pits, and deadfalls (1-3 on d6); and detect new construction in stonework (1-5 on d6).

(10) SAVING THROW BONUSES: +4 bonus to certain saving throws

DERVATEAR RACIAL PENALTIES: Dervatear are not accustomed to traveling over water. They suffer a -2 penalty to appropriate action/reaction rolls when they are in or adjacent to rivers, lakes, and seas.

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DISADVANTAGES

PHOBIA OF WATER: (Disadvantage provides 6 CPs)- Like many Dervatear, Hroknar has a moderate fear of water. He dislikes boats and narrow footbridges that allow travel over water. In any event, he cannot be compelled to enter water that is much deeper than his waist. Hroknar can never have the non-weapon proficiencies boat handling, deep diving, or swimming. In appropriate instances, Hroknar must make a saving throw based on Wisdom (at -2 to die roll, i.e. 12 or less on d20) to function normally.

AXEMASTER ABILITIES

(05) Circle of Power: If an Axemaster possesses a Holy Axe, sanctified by the Dervatear Sect of Tseld, he can project a circle of power 10' in diameter. This circle has a chance to dispel hostile magic at a level equal to the experience of the Axemaster.

(05) Healing: The ability to heal either himself or another of the Dervatear race by laying on hands, at a rate of two hit points regained per level of experience. This can be accomplished only once per day.

(05) Leadership: An Axemaster has the ability to lead large numbers of Dervatear warriors into battle through the inspirational presence of being led by an Axemaster. Reactions from Dervatear, even when not in a battle-like situation, are improved three slots. The Axemaster is able to take charge of up to 50 Dervatear warriors per level of experience.

(10) Priest Spells: Beginning at 8th level, the Axemaster can learn and employ priest spells from the following spheres: Combat; Guardian; Protection; Elemental, Earth; and War. Spell determination is the same as for Rangers.

(10) Special Enemy: Axemasters often focus their efforts on one particularly bothersome enemy of their homelands. An Axemaster must select an appropriate racial foe before rearching the 2nd level of experience. The DM must approve the player's choice. From that point on, the Axemaster gains a +4 bonus to all attack rolls against that type of creature. The Axemaster can attempt to hide the enmity he feels for that type of creature, but suffers a -4 reaction roll against the designated special foe. Further, the Axemaster should seek out this type of foe when present, unless some obviously greater danger exists to threaten the welfare of either himself, his comrades, or the mission.

(10) Weapon Specialization: The Axemaster has the ability to specialize in a particular weapon, receiving bonuses to attack rolls and damage. The character points for acquiring the specialization also must be met during the weapon proficiency phase of character creation or character improvement.

NON-WEAPON PROFICIENCIES

WEAPON PROFICIENCIES

-Axes (Tight Group): Includes Battle Axe, Hand/Throwing Axe, Hatchet, Two-Handed Axe, Sword Axe, and Mace-Axe. He favors the Battle Axe and Hand Axe.

-Dagger; 1d4/1d3 damage, SPD 2

-Light Crossbow; 1d6+1/1d8+1 damage with quarrels, SPD 7, ROF=1, Range=12-24-36

-Weapon Specialization (Battle Axe): Hroknar receives a +1 attack roll bonus and +2 damage roll bonus when using a Battle Axe. He also gets one extra attack every two rounds (currently three per two rounds of combat).

-Shield Proficiency: Hroknar is trained in employing a small-sized shield in combat situations. A small-sized shield provides a +2 armor class bonus against up to two attacks originating from in front of or from the shield side of the combatant.

-Hroknar suffers a -2 penalty to attack rolls when wielding weapons in which he possesses no proficiency.

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THACO: 17 base (WP: +1 attack and +2 damage with Battle Axe)(+2/+3 strength bonuses)(+4 to attack rolls against Goblins as they earn his special enmity as an Axemaster Initiate)

HIT POINTS: 38

ARMOR CLASS: 2 (4) [Splint Mail and Small Shield]

 

BASE MOVEMENT: 6"

000 - 160 lbs = Unencumbered

161 - 199 lbs = Lightly Encumbered

200 - 238 lbs = Moderately Encumbered (-1 Attack Penalty)

239 - 277 lbs = Heavily Encumbered (-2 Attack Penalty; +1 Armor Class)

278 - 305 lbs = Severely Encumbered (-4 Attack Penalty; +3 Armor Class)

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CASH:

EQUIPMENT: LOCATION:

 





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