Here you can find Olaf, the Mean
Olaf was born about 30 years ago, the same day the Dooming curse fell upon the land.
His father, a stern worshiper of the gods, thought the boy was cursed, and that he signalled the coming of another great evil to torment the land. So, he delivered the boy to a group of nomad warriors, strong men, of glory and great deeds, hoping the child could be saved from his destiny. Olaf grew up as a stout warrior, although lacking the normal strength of his adoptive brothers, his will was strong, and through it he prevailed in battle, and finally discovered the origin of his biological father's fears. As he was fighting a practice against one of his brothers, his consciousness was transported to a dark place, the realm of Hella! There, the goddess of death offered him a deal, to become the scourge of the land, in exchange of power, unfettered, unhinged power. Instead, the witty warrior took to power for himself, at least part of it, and tricked the goddess, and stopped the corruption from entering his mind.
The angry goddess unleashed a band of undead minons on his adoptive family, but the warriors were able to take down the enemy. Unfortunately, one of Olaf's brothers was killed in the battle. Knowing he was going to be chased by Hella's minions for the rest of his life, Olaf abandoned his clan, and wandered the land, searching for a way to use his power in favour of its suffering people.-
[sblock=Sheet]
Name: Olaf the Mean.
Aligment: Unaligned
God: Hemindal
11 (+0) Strength
>>-1 Athletics
14 (+2) Constitution
>>1 Endurance
15 (+2) Dexterity
>>1 Acrobatics
>>6 Stealth
>>6 Thievery
8 (-1) Intelligence
>>-1 Religion
>>-1 Arcana
>>-1 History
10 (+0) Wisdom
>>0 Dungeoneering
>>0 Heal
>>5 Insight
>>0 Nature
>>0 Perception
18 (+4) Charisma
>>9 Streetwise
>>4 Bluff
>>9 Intimidate
>>4 Diplomacy
HIT POINTS
MAX HP 26 HEALING SURGES
BLOODIED 13 SURGE VALUE 6 SURGES/DAY 8
SPEED
5 (6-1 from armor)
SENSES
Passive Insight 15
Passive Perception 10
Defenses
AC: 16 (Armor 6)
Fort: 15 ( abil 2, class 1, feat 1, race 1)
Ref: 14 ( abil 2, feat 1, race 1)
Will: 17 ( abil 4, class 1, feat 1, race 1)
Explorer:
Level 1 Explorer Feature - You can tell which way is north, you gain a +5 bonus to any skill
check to avoid becoming lost, and you gain the surefooted stride power
RACE FEATURES
Bonus Feat - Choose an extra feat at 1st level.
Bonus Skill - Trained in one additional class skill.
Human Defense Bonuses - +1 to Fortitude, Reflex, and Will.
Human: Heroic Effort - Gain the Heroic Effort power
FEATS
Improved Defenses - +1/2/3 bonus (by tier) to Fortitude, Reflex, and Will.
Axe Expertice - +1/2/3 (by tier) to axe weapon attack rolls. Reroll 1's on damage die.
CLASS FEATURES
Gloom Pact Reward - Gain tiered damage bonus= Dex bonus
Gloom Pact Weapon - Gain the Axe of Exquisite Agony warlock item, as well as the Flesh Rend
and Spirit Flay attack powers
EQUIPMENT
Chainmail (E)
Rod Implement (E)
Backpack (empty)
Bedroll
Flint and Steel
Footpads
Torch
Waterskin
Pact weapon: Axe of Exquisit Agony: 1d10, prof +2.-
Matial techniques: Master Artisan
POWERS:
At Will
Eldrich bolt: 1 creature, range 10, +4 vs ref, 1d10+6 force dmg. Usable as ranged basic
attack
Flesh Rend: 1 creature, melee, +7 vs AC, 1d10+6 necrotic damage, slides target 1, and takes
-2 to attack rolls UENT. Usable as melee basic attack
Convocation of Shadows: You reduce an enemy to 0 hit points, or an enemy adjacent to you
drops to 0 hit points.Effect: You are insubstantial and phasing until the end of your next
turn.
Encounter
Surefooted stride: You move up to your speed, ignoring difficult terrain. Until the end of
your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you
gain combat advantage against enemies that are in difficult terrain.
Heroic Effort: Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4
racial bonus to the attack roll or the saving throw.
Spirit Flay: 1 or 2 creatures, Melee, +7 vs Ref, 1d10+6 and the target is dazed UENT. Effec:
Gain partial concealment UENT.
Daily
Armor of Winter's Grasp: Burst 1, each creature in area, +4 vs Fort, 2d6+6 cold dmg, target
slowed (save ends). Half dmg on a Miss. Effect: +2 AC and Fort UEE.[/sblock]