LRC:Wolfdale/Cohort and Followers
Headbutt's Army
Tam Hukar (ECL12)
Duskblade 12
NG Medium dwarf
Init +2; Senses: Listen +0; Spot +0
AC: 21; Touch: 13; Flat-footed: 17
(+2 dex; +1 deflection; +6 armor [breastplate, mithral, +1]; +2 heavy shield) Add'l +1 to AC against Dodge opponent
HP: 101 (11d8+43)
Fort: +11, Ref +6, Will +8
Speed: 30'
Melee: Warhammer +15/10/4 (1d8+3+1d6 acid / 20×3)
Ranged: Hammer, light +13/8/3 (1d4+1 / 20×2 / 20' range)
Space: 5'; Reach: 5'; BAB: +12/+7/+2; Grapple: +13
Special Spring Attack (Move, attack, move but total movement can't be more than Tam's single move)
Class Spells CL8 DC 12+lvl
Close 50 [10] Medium 210' Long ---'
- 3rd (7)
- Dispelling Touch Standard, Touch; Dispel checks on target at +10 until a spell is dispelling or all spells have been checked against.
- Ray of Exhaustion Standard, 10 min; Target becomes Exhausted (Fort fatigued)
- Vampiric Touch Standard; 5d6 dmg that becomes temp HP for 1 hour. Cannot gain more HP than the target had.
- 2nd (9)
- Swift Fly Swift; Gain Fly 60' for one round
- Bears Endurance Standard; +4 Con for 8 min
- Bulls Strength Standard; +4 Str for 8 min
- Spiderclimb Standard; Gain Climb 20' for 80 min
- Scorching Ray Standard; Two ranged touch attacks that do 4d6 fire (No Save)
- Dimension Hop Standard; Teleport up to 25'
- 1st (9)
- Swift Expeditious Retreat: Swift; +30' movement for one round
- True Strike: Standard; +20 insight bonus to next attack roll
- Shocking Grasp: Standard; touch does 5d6 electrical damage. Gain +3 on the attack roll if the opponent has metal armor.
- Burning Hands Standard; 15' cone, 5d4 fire (Reflex halfs)
- 0th (6)
- Energy Ray Standard; Ranged touch, 1d3 dmg of either Fire, Cold, Acid, or Electricity
- Disrupt Undead Standard; Ranged touch, 1d6 dmg to undead
Abilities Str 10 (12) +1 | Dex 15 +2 | Con 16 +3 | Int 16 +3 | Wis 10 +0 | Cha 8 -1
Feats Back to Back; Tandem Fighting; Improved Toughness; Skill Focus (Concentration)
Skills Concentration +15; Knowledge (Dungeoneering) +13; Knowledge (Architecture and Engineering) +13; Sense Motive +11
Items Headband of Intellect +2; Amulet of Health +2; Ring of Protection +1; Vest of Resistance +1; Boots of Springing and Striding, potion permit, Oil of Greater Magic Weapon +3; Gauntlets of Ogre Power +2
5,683 gp
Active Abilities
Arcane Channeling (Su) As a standard action you may channel a spell into your weapon and make an attack with that weapon. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Quick Cast 2/day you may cast a spell you know as a swift action.
Arcane Attunement (Sp) 5/day you may cast one of the following spells, dancing lights, detect magic, flare, ghost sound, or read magic.
Passive Abilities
Armored Mage (Ex) May wear and cast in light and medium armors, and heavy shields without arcane spell failure
Spell Power (Ex) You can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +3 bonus on your caster level check to overcome spell resistance for the remainder of the encounter.
Recommended tactic: Use Quick cast to cast True Strike as a swift spell (+20 to the attack roll). Then make an attack while channeling the spell Scorching Ray. When you hit, you'll do the weapon damage plus 8d6 fire!
Guy (ECL4)
Unnamed (ECL3)
Two Dwarven Tanks and a human drill sergeant (ECL 2)
These two dwarves are decked out in heavy armor and are the lynch pins to the group's combat prowess.
Twenty Dwarven Fighters and ten watch members (ECL1)
These dwarves are the rank and file.