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D & D 3.5e Character: Stromneath "The Dread Slayer" of clan Frosthammer
Description
NameStromneath "The Dread Slayer" of clan Frosthammer
Age255
GenderMale
RaceSnow Dwarf
Class10 Marshal, 5 Dread Commando
Height4ft
Weight325
SkinWhite
EyesBlue
HairWhite long
Information
Level15
Experience
Fav. HandAmbidextrous
Origin
AlignmentLawful Good
FaithCereseki
Fav. ClassMarshal
BackgroundSoldier
Carry Capacity0
Current Carry Weight0
Portrait
Abilities
 basictemporary
STR17 +3 --
DEX15 +2 --
CON18 +4 --
INT15 +2 --
WIS11 +0 --
CHA16 +3 --
Stats
HP120 of 120
HP temp of
AC9
AC flat footed10
AC touch9
Conditions
Initiative +
Hit Dice 15d8
Base Attack Bonus+12/+7
Speed
Walking25
Loaded
Running100
Travel
Forced March
Flying0
Swimming10
Climbing10
Saves
Fortitude +12 ( CON )
Reflex +9 ( DEX )
Willpower +8 ( WIS )
Weapons
NameGreataxe
Att. Bonus Dmg Crit Range Type Weight Size
+2+1(feat) 1d12 *3 5 Slashing 12 Medium
Specials A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round
Armor Sets & Shield
NameFull plate
Type AC Max Dex Bonus Check Penalty Spell Failure Speed Weight
Full plate 8 1 -6 35 % 15 50
Specials Fire Resistance, Greater As fire resistance, except it absorbs the first 30 points of fire damage per attack.
Spell Slots
  SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6 SL 7 SL 8 SL 9
known
per day
Belongings
Money: cp, sp, 0 gp, pp
4 Bottles of neutralize poison, 4 bottles of rage, 4 bottles of cure serious wounds
Notes

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself ) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on Table: The Marshal.

All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.
Minor auras known
Accurate Strike: Bonus on rolls made to confirm critical hits. - use for minor

Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.

Demand Fortitude: Bonus on Fortitude saves.

Determined Caster: Bonus on rolls to overcome spell resistance.

Force of Will: Bonus on Will saves.

Major Aura
Motivate Ardor: Bonus on damage rolls.

Motivate Attack: Bonus on melee attack rolls.

Motivate Care: Bonus to Armor Class.

Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one.

Grant Move Action (Ex): Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)

At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.

Dread commando:
Sudden Strike (Ex): If you can catch an opponent when she is unable to defend herself effectively from your attack, you can strike a vital spot for extra damage. Whenever your target is denied her Dexterity bonus to AC against your attack (whether the target actually has a Dexterity bonus to Armor Class or not), you deal an extra 1d6 points of damage with your attack. The extra damage increases to 2d6 at 3rd level and to 3d6 at 5th level.

Ranged attacks count as sudden strikes only if the target is within 30 feet; you can't strike with deadly accuracy from beyond this range.

You can only use sudden strike against living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to extra damage from critical hits is not vulnerable to sudden strike damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot make a sudden strike while striking a creature with concealment or striking the limbs of a creature whose vitals are out of reach.

You can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike.

Team Initiative Bonus (Ex): You are skilled at keeping a team organized and ready for danger. All allies within 30 feet who can see you (including yourself) gain a competence bonus on initiative checks equal to your class level.

Armored Ease (Ex): You learn to adapt your movements to the restrictive nature of armor. Beginning at 2nd level, you reduce the armor check penalty of any armor with which you are proficient by 2 (to a minimum of 0). At 4th level, this reduction increases to 4 points (to a minimum of 0).

Stealthy Movement (Ex): You learn to remain quiet and hidden even while mobile. Beginning at 4th level, you take no penalty on Hide or Move Silently checks while moving at up to your normal speed, and you take only a -10 penalty on Hide and Move Silently checks when running or charging (instead of the usual -20).
Skills
Skill NameBase AttrBonus
    Appraise INT +2
    Autohypnosis WIS 0
    Balance DEX +2
Bluff CHA +18
Climb STR +13
    Concentration CON +4
Craft: INT +2
Craft: INT +2
Craft: INT +2
    Decipher Script INT +2
Diplomacy CHA +18
Disable Device INT +2
    Disguise CHA +3
Escape Artist DEX +2
    Forgery INT +2
    Gather Information CHA +3
Handle Animal CHA +3
    Heal WIS 0
Hide DEX +2
Intimidate CHA +18
Jump STR +3
Knowledge: (geography) INT +2
Knowledge: INT +2
Knowledge: INT +2
Knowledge: INT +2
Knowledge: INT +2
Listen WIS +15
Move Silently DEX +2
Open Lock DEX +2
Perform: CHA +3
Perform: CHA +3
Perform: CHA +3
Profession: WIS 0
Profession: WIS 0
    Psicraft INT +2
Ride DEX +12
Search INT +12
Sense Motive WIS +10
    Sleight of Hand DEX +2
    Spellcraft INT +2
Spot WIS +5
Survival WIS +5
Swim STR +8
    Tumble DEX +2
    Use Magic Device CHA +3
    Use Psionic Device CHA +3
Use Rope DEX +5
    118 skill points STR +3
™ & © Wizards of the Coast
D & D 3.5e Character Sheet v1.01, made by Tillerz - Updated: 2024-05-11

The statblocks of your features

[block: 5 feats Weapon Focus (You gain a +1 bonus on all attack rolls you make using the selected weapon.) (Great Axe)   Power Attack Benefit On your action]
[block: you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.   Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it)]
[block: extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.   Improved Sunder: Benefit When you strike at an object held or carried by an opponent (such as a weapon or shield)]
[block: page 158). You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.   Two weapon fighting: Benefit Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. ]

The statblocks of your proficiencies

Statblocks for your spells.


Created by

GeneralOvertime.

Statblock Type

Character Sheet (2020)

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