CAS

CAS
Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Sunday, February 8, 2015

Characters - #3) Gizurr - Berserker - Northman



#3) Gizurr - Berserker - Northman

-Ftr 6th Lvl - HP 56 (94 when Berserk) - AC 9 (4 when Berserk) +1 To hit (+3 to Hit/ +3 Dmg when Berserk). Immune to all spells and effects which attempt to slow, bind, charm, transmute or render unconscious while Berserk.

Gizuur lives in the hills above the fjord. He has been blessed by the Raven God with the red strength that comes from the old blood of bears. He is a sworn man to Rolfr and accompanies him on raids or when called upon at the settlement around the Fjord. When not raiding or fighting for Rolfr he works as a miner in the old caves and sells the red iron ore to the local smiths.

Once per day he can choose to go berserk (see Note). As a berserk wearing armor or even clothing is difficult as his muscles increase in size and he can split seams or cause damage to himself from the leather straps or chain links. He chooses to wear no shirt and only a loose kilt-like wrap of animal fur around his loins. For a weapon he wields an old axe called "Skull-Splitter" which can split a man from pate to breast bone on a natural '20' (double-damage on a save versus death magic otherwise an instant kill). Only those in a Berserk state can wield 'Skull-Splitter' properly and it is considered a holy weapon blessed by the
Raven King.

Note: Those blessed by the Raven King can go into a wild state called Berserking once per day. They can summon this state in a single combat round and it will last for 2 combat for every point of their constitution.
Their strength becomes exceptional and they are at +3 to Hit and +3 to Damage. Their AC becomes AC4 unless they are wearing armor of some sort which raises them to AC6 till it is removed. Many berserkers fight in the nude and at the very least fight bare-chested. Wearing metal armor causes 2HP of damage per combat round and leather armor will split and fall from their arms and chest.

 Berserkers gain HP equal to their maximum for both their level and their constitution bonus with a 10HP bonus. Thus a 6th level fighter with 18 constitution would have 94HP while berserk. If a berserker is injured beyond his natural HP he will collapse after leaving the berserk state, if he is injured to a point more than 10HP below his natural HP he will die immediately upon leaving the berserk state.

While in a berserk state the berserker is immune to all spells and effects magical that would cause him to be bound, lose consciousness, be hasted or slowed, charmed, or transmuted. He is immune to natural poison, pain, or injuries that would render him unconscious.


Once all enemies are dead a berserker will turn on his friends and most save versus spells to keep them for every combat round that the berserk state is in effect. A berserker cannot control the length of his berserk state (2xConstitution in combat rounds) and must remain berserk for the entire duration. Once a Berserker has left his berserk state he will be at -4 to Hit and -4 damage till he has rested for at least 12 hours.

Tuesday, November 25, 2014

Characters - #1 Rolfr



Characters

#1) Rolfr - HouseKarl - Northman

- Ftr 7th Lvl HP72 AC(9) {0 in +3 Chain Shirt} [-1 with +1 Shield]

RuneHelm - The runes for clear vision are inscribed on Rolfr's helm. The helm itself is dwarf-forged steel but the enchantment is good skaldish work. Wearing the helm allows Rolfr to see through fog and minor spells that would alter perception (up to 3rd level and thereafter giving him a +3 save against higher level spells where allowed). He also gains a +3 save against attacks that would cause blindness and increases his general eyesight by 20ft as well as allowing him to see that much greater in dim light or moon light. These runes were crafted only for Rolfr and the helm is only well crafted steel to anyone else.

Arrowcatcher - This shield gives a +1 bonus to armor class but it also draws any normal arrows, slingstones or darts to be attracted to it and bounce off harmlessly. Enchanted projectiles are unaffected.

Silk-Metal - This chain shirt was crafted by an elvish people beholding to Rolfr's kin. It is a family heirloom and will be ransomed if seized in battle. If not ransomed then it will be the object if quests and bounty to have it returned. It provides a +3 bonus to armor class and has the texture of silk against the skin of the wearer as well as weighing only as much as a shirt of the same material.

Drawn Blood - is a bastard sword of elven origin but altered by a Northern songsmith of the Eastern lands. It bears an enchantment that allows it a +2 bonus to hit but the songsmith made sure that any wounds would bleed for an addition 1d6 damage with a 20% chance that the wounded would swoon from blood loss and suffer a -2 AC and -2 to Hit penalty for the next round of combat.

The Green Cloak - Allows Roflr to ignore enchantments that might slow or trap him.


The Red Pants - these pants absorb 1 HP of damage for every damage dealing attack against Rolfr. If an attack only causes 1 HP damage then Rolfr is unharmed.