Vaux Praz
Optional Character Picture
Played by: crazyaido
Character Sheet: www.myth-weavers.com/sheetview.php?sheetid=1110130Other Characters: Keama Zin
Race: Dwarf
Classes: Fighter(GtG mod)(5)
Effective Character Level:Fighter 5
Gender: Male
Age:62
Alignment:LN
Deity:
Height/Weight:4'6, 193lbPersonality:Vaux is, contrary to immediate stereotypes, actually fairly easygoing. He has found he needs to be, given his mercenary background and a general requirement to fight with all manner different races that, traditionally, he would regard as enemies. His travels have seen him fight alongside half-orcs, various goblinoids and the occasional giant, which has lead to him being fairly open-minded with regard to working with these groups, so long as they can stay disciplined, then he has no quarrel with them. He is not outwardly warm towards everyone, but he will open up to an outsider, even one of a race that he should be traditionally opposed to, much more quickly than most dwarves.
Appearance:Vaux will generally have a somewhat military look about him. He keeps his hair shaved fairly short with little decoration, His beard will be braided and run back over his shoulders rather than be allowed to fall in the way of him drawing his many weapons. He usually carries a rather sad, contemplative expression, unless engaged in conversation, when he tends to brighten up, a little.
History:Vaux has made a decent living out of following the rules. He joined a mercenary company almost as soon as he came of age, and progressed through the ranks at a steady pace. Being a dwarf, and with a head for numbers, he was inducted into a company of sappers, spending several years learning to slow, tedious specifics of siege warfare. But this suits him just fine. The backbreaking labour involved almost seemed like a bonus to go with the skills he picked up. Added to this, Vaux began to display a particular level of low cunning in close quarter combat, something that also became a frequent part of his career.
Slowly, however, certain particulars of his career began to weigh heavily on him. He was surrounded by the constant death of civilians, his tasks regularly required him to attack heavily populated areas and this slowly began to bear heavily on his thoughts... then his dreams... then his nightmares.
The final straw came when, during a siege of a large town, the company resorted to a tactic it used frequently before. They catapulted rotting carcasses over the walls. This time however, the town refused to capitulate. The bombardment continued. Several sorties against the walls were made, which were just barely beaten back. Vaux, working on catapults and building siege towers, would only hear the stories of disease maddened savages manning the walls, heedless of pain, who had more pus running through their veins than blood. Eventually, when the catapults started to lob burning oil over the walls, it was apparent that the defenders no longer cared to put the fires out. The wall finally came down after Vaux's company mined it, and, as a reward for being the architects of this madness, were ordered to lead the forlorn hope through the breach. Vaux's company took appalling losses and he was faced with scene no nightmare could bear to match. In the midst of the burning wreckage of the walls, he watched his friends and allies cut down by waves of fever maddened lunatics, the innocent men, women and children of the town, who boiled out of every burning house and sewer to tear at their attackers with their nails and teeth. One of his closest friends a goliath name Chash, whom he had developed a friendship over a decade, was half eaten alive by a swarm of half dead people. By then, reinforcements had finally arrived, and Vaux took his massive hammer, a present from his old friend, and started butchering his way towards the town square, where, finally, he was presented with the commander of the garrison and mayor of the town. The commander, looking mildly, feverish, but otherwise free of the depravations of disease that so ravaged the rest of his people, presented his sword in surrender. Vaux's hammer first made light work of that, then the mayor's skull. Two goliaths, three bugbears and a half-ogre were needed to wrench the dwarf off the puddle of gore that was left of the man.
Vaux refused to sign up with another company, he has heard of adventuring, and hopes it will weigh less heavily on his soul.
Party Role Proficiency:Racial Abilities:
Darkvision 60ft
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
+2 racial bonus on saving throws against poison
+1 racial bonus on attack rolls against orcs and goblinoids
+4 dodge bonus to Armor Class against monsters of the giant type
+2 racial bonus on Appraise checks that are related to stone or metal items
+2 racial bonus on Craft checks that are related to stone or metal
Ability Name: Ability Description
Feats:Power Attack
Improved Toughness:+1 HP per level
Fighting Style 1:
Weapon Focus: Goliath Greathammer
Weapon Specialisation: Goliath Greathammer
Improved Sunder
Fighting Style 2:
Improved Grapple
Tunnel Fighter(Races of Stone)
Close Quarter Combat(Complete Warrior)
Fighting Style 3:
Quick Draw
Brutal Throw
Grenadier
Fighting Style 4:
Seige Expert(Tome of Battle)
Weapon Focus(Manganol)
Weapon Focus(Trebuchet)
Class Abilities:Aspect: Tactician, the aspect's key ability is intelligence, the fighter gains appraise and all knowledge skills, as well as the able learner feat, without needing to meet the prerequisites.
Combat Versatility (Ex): A fighter masters weapons and combat techniques like most men read books. At first level, he creates three fighting styles. At 4th level, and every subsequent 4th level, he may create one additional fighting style.For each fighting style, he may select a number of fighter bonus feats equal to one-half his fighter level, rounded up. He may switch between fighting styles as a free action, gaining the benefits of the bonus feats of whatever style he's currently using.He counts as knowing all bonus feats selected for this ability at the same time when it comes to qualifying for feats, prestige classes, and so on.
Talent Pool (Ex): When the going gets tough, the fighter gets going. Starting at second level, a fighter is granted access to a pool of bonus dice, known as his Talent Pool. At second level, this pool consists of only one d4, but it increases by one dice every even-numbered level. In addition, at levels 6, 10, 16, and 20, the size of the dice increases by one step-- d6s at 6th level, d8s and 10th, and so on. At any point in the game, a fighter may expend die from his talent pool to gain a bonus to certain checks. He rolls each expended die and adds the result to his check. He may not expend more dice on a single check than his Aspect's key ability modifier. He must expend dice before rolling the original check.When not in combat, expended dice are regenerated at the rate of one die every (10-key ability modifier) minutes, to a maximum of one per minute. In addition, at the beginning of each combat encounter— when initiative is rolled— the fighter recovers all expended dice.Talent Dice may be expended to benefit any attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities), inn addition to certain extra uses based on the fighter's Aspect:Tacticians may expend dice to gain a bonus on Intelligence checks and Intelligence-based skills.
Armor Mastery (Ex): Beginning at 3th level, a fighter may reduce the armor check penalty from any armor he wears by an amount equal to his Strength modifier. He may also ignore the speed penalty from medium and heavy armor.
Aspect Ability (Ex): At 3rd level, and every subsequent third level, fighters may select one ability from the lists below. Unless otherwise mentioned, using these abilities is a standard action. You may only use one Aspect Ability per turn.
Grit (Ex): Beginning at 4th level, a fighter can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.
The Power of Steel (Ex): Beginning at 4th level, a fighter's weapons count as magic for the purposes of bypassing damage reduction. In addition, when wielding a non-magical weapon, he gains a competence bonus to attack and damage equal to one-fourth his fighter level.
Veteran of a Thousand Wars (Ex):The fighter may make a special knowledge check with a bonus equal to his fighter level plus his Intelligence modifier to identify monsters and their special powers and vulnerabilities. In addition, he receives an insight bonus to attack and armor class against that type of creature, based on the check result.
The Bigger They Are... (Ex): Bigger isn't always better. Beginning at 5th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference.
Equipment:Adamantine Goliath Greathammer(Races of Stone)
-3330+1 Full Plate(DMG): Item Description:
-2650Item Name (Sourcebook): Item Description:
-Item CostItem Name (Sourcebook): Item Description:
-Item CostTotal Inventory Cost:Total GP Cost of all items and equipment
Companions:Links to Companions Mythweaver Sheet
Other Misc Information: