Skæggede Gudsven

Description:

Skæggede Gudsven (Bearded Friend of God) has traveled to Phlan to teach the heathen about the blessings of Ao.

Bio:

Race: Dwarf Female
Homeland: Scardale
Class: Fighter / Spy
Kit: Minister of Ao
Alignment: Non-Chaotic
Religion: Ao
Level: 2nd / 3rd
Experience: 3177
Next Level: 4000 / 5000
Max Level: 15th / 15th


Ability Scores:

Str 13 Stamina 13
Muscle 12
Dex 14 Aim 12
Balance 15
Con 13 Health 9
Fitness 17 +3 hit points
Int 11 Reason 7
Knowledge 15
Wis 11 Intuition 14 +5% experience
Willpower 8
Cha 11 Leadership 9
Appearance 12

Reactions:

  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +0

Combat Statistics:
Hit Points: 17
Armor Class: 14 (Dex, Armor)
Base Attack Bonus: +1
Saves:

  • Paralyzation/Poison/Death: 13
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 12
  • Breath Weapon: 16
  • Spells: 13
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Morningstar 3 / 2 rds +2 2d4+3 1d6+4 4 melee B/P, two-handed

Thief Skills: (in armor)

PP 10% HS 10%
BP 10% HN 20%
DI 10% CW 55%
MS 15% RL 20%
OL 20%1

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior

Modern Languages (Common) 11 Reading Lips 10
Modern Languages (Dethek) 11 Disguise 11
Modern Languages (Cormanthan) 11 Detect Signing 12
Modern Languages (Easting) 11 Endurance 13
Modern Languages (Yip Yak) 11 Crowd Working 14
Dwarf Runes 13 Investigation 9
Detect grade or slope in passage 15 Debate 11
Detect new tunnel/passage construction 15 Philosophy 10
Detect sliding/shifting walls or rooms 13 Sacred Legends 9
Detect stonework traps, pits, and deadfalls 11 Religion 11
Determine approximate depth underground 11 Chicanery 13
Mountaineering NA

Weapon Proficiencies:
Clubbing Weapons Group
Two-hander Style Specialization
Morningstar (specialized)


Special Powers:

  • Similarly, dwarves have exceptional resistance to toxic substances. +2 saves vs. Poison
  • In melee, dwarves add 1 to their attack rolls orcs, half-orcs, goblins, and hobgoblins.
  • Dwarves gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
  • Dwarven infravision enables them to see up to 60 feet in the dark.
  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Backstab: Spies are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a spy can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes (2x damage). The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.
    To use this ability, the spy must be behind his victim and the victim must be unaware that the spy intends to attack him. If an enemy sees the spy, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a spy trying to maneuver behind them—the first rule of fighting is to never turn your back on an enemy! However, someone who isn’t expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the spy is behind him.
  • While Ao does not offer any direct protection to his worshipers, the stubbornness of a Minister’s faith in a being greater than gods does protect him from some divine actions. As a result, Ministers of Ao have limited magic resistance that applies only to spells cast by priests. Whenever such a spell is cast at a Minister, there is a percentage chance equal to twice his experience level that it will fail (6%). This functions just like other magic resistance, but cannot be voluntarily suppressed by the Minister (he can’t just stop believing that the gods are not as powerful as they claim), and thus applies to beneficial spells as well.
  • Because Ao does not grant spells to his faithful, the Ministers of Ao have been forced to find creative means to care for their flocks. All Ministers of Ao, regardless of class, can use any magic item that would normally be restricted to priests, including scrolls.
  • The established faiths of the Realms do not see any reason to speak out against or act against the cult of Ao, because they do not see it as any kind of threat—the high priests of all faiths have been informed that Ao has nothing to do with mortals. As such, Ministers are given remarkable freedom to move about and espouse their teachings—even the most violent inquisitors and oppressive theocracies will generally ignore Ministers so long as they do not pose an immediate physical threat.
  • Since they cannot perform miracles, the Ministers of Ao must be very persuasive in order to attract worshipers to their cults. Ministers of Ao gain a +1 bonus on all Charisma-based non-weapon proficiencies and can attract double the normal number of henchmen (as determined by their Leadership score).
  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures).

Penalties:

  • Scardalesmen receive no attack or damage bonuses for a high Strength score and no missile attack adjustment for a high Dexterity score. Penalties for low scores in these ability ratings are still recorded normally.
  • Many people in the Dalelands have not forgotten, nor will forget, Scardale’s attempt at empire-building, courtesy of the leadership of Lord Lashan. Consequently, a Scardalesman suffers a -4 reaction penalty when dealing with Dalesmen from any of the other Dales.
  • Because of their nonmagical nature dwarves have trouble using magical items. All magical items that are not specifically suited to the character’s class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles.
  • Ministers of Ao are often written off as mad men due to their insistence on worshiping a being who will not answer their prayers. Unfortunately, this is somewhat true. Even the most stable of Ministers is, at the least, a social misfit drawn to strange religions, willing to proclaim their unorthodox beliefs on the street-corners, and constantly searching for some sign that their god is not as impassive as he seems. Ministers of Ao suffer a -2 penalty on saving throws against illusions, phantasms, and confusion spells and effects.
  • While the churches consider them harmless, most common people in the Realms have trouble taking the Ministers of Ao seriously. Ministers of Ao always roll NPC reactions against the “Indifferent” column, even when dealing with their most devout cultists, most trusted friends, or most enduring enemies.

Advancement Notes

Armor Allowed:

  • Any Armor or Shields.

Weapons Allowed:

  • Any weapons.
  • Increased Backstab damage.
  • At 10th level, the spy achieves the rank of a group leader within his organization. The organization’s leaders assign the spy 2d6 followers who are members of the organization.
  • At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.
  • A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make an Intelligence check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
  • A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.
  • A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications.
  • A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.
  • Attract fighter followers at 10th level.

Equipment:

  • Morningstar
  • Leather Cuirass
  • Black Breeches and Tunic
  • Brown Robe
  • Footpad’s Boots

Skæggede Gudsven

Ruins of Adventure Brand_Darklight Donneltello