Description

 

Levels

 

Ability Scores

ScoreModTemp
Score
Temp
Mod
STR16+30-5
DEX1000-5
CON16+30-5
INT12+10-5
WIS23+60-5
CHA12+10-5
TotalCurrentSubdual
Hit Points60600

Encumbrance

  • Lift Over Head
    230
    1xMAX LOAD
  • Lift Off Ground
    460
    2xMAX LOAD
  • Push/Drag
    1150
    5xMAX LOAD
 
SpeedMax
Load
Max
Dex
Chk
Pen
Run
L3076NormNormNorm
M20153+3-3x4
H20230+1-6x3
  • Load: 0
  • Speed: 30
 

Saving Throws

TotalBase
Save
Abi
Mod
Magic
Mod
Misc
Mod
Temp
Mod
Fort (Con)=10+6+3+1+0+0
Ref (Dex)=3+2+0+1+0+0
Will (Wis)=13+6+6+1+0+0
Saving Throw Modifiers

Armor Class

23=10+9+3+0+0+1
Normal
AC
Armr
Bonus
Shld
Bonus
Dex
Mod
Size
Mod
Misc
Mod
Arcane
Spell Fail:
0Flat
Footed:
23
Armor
Check Pen:
0Vs Touch
Attack:
11
AC Modifiers
Ring of Protection + 1
 

Armor and Protection

ItemTypeArmor
Bonus
Max
Dex
Check
Pen
Spell
Fail
SpeedWgt
Full Plate +1Heavy Armor91-5352050
Heavy Wooden Shield +1Shield30-115010

Initiative

Initiative0=0+0
Dex
Mod
Misc
Mod
Initiative Modifiers
 

Attack Bonuses

Total
Attack Bonus
Base
Attack Bonus
Abi
Mod
Size
Mod
Misc
Mod
Temp
Mod
Melee (Str)9/46/13000
Ranged (Dex)6/10000
Attack Bonus Modifiers

Weapons

ItemAttack
Bonus
DamageCriticalRangeSizeTypeWeightNotes
Cold Iron Longsword111d8 +319-20/x2MS4Weapon Focus: +1 hit
Dagger71d4 +319-20/x210 ftMP/S1

Feats and Traits

  • Racial Traits:
    - +2 Constitution, -2 Charisma.
    - Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
    - Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    - Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
    - Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    - Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
    - Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    - +2 racial bonus on saving throws against poison.
    - +2 racial bonus on saving throws against spells and spell-like effects.
    - +1 racial bonus on attack rolls against orcs and goblinoids.
    - +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
    - +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.
    - Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
    - Favored Class: Fighter. A multiclass dwarf 's fighter class does not count when determining whether he takes an experience point penalty for multiclassing
  • Class Features:
    Domains:
    Good
    War
  • Feats:
    Combat Casting
    Improved Turning
    Extra Turning
  • Class Feats:
    Weapon Focus: Long Sword
  • Languages:
    Common
    Dwarven
    Orcish
 

Skills

Skill
Mod
RanksAbi
Mod
Misc
Mod
Key
Ability
Syn
Appraise1=0+1+0INT0
Balance@0=0+0+0DEX0
Bluff1=0+1+0CHA0
Climb@3=0+3+0STR0
Concentration14=11+3+0CON0
Craft1=0+1+0INT0
Decipher Script*1=0+1+0INT0
Diplomacy1=0+1+0CHA0
Disable Device*1=0+1+0INT0
Disguise1=0+1+0CHA0
Escape Artist@0=0+0+0DEX0
Forgery1=0+1+0INT0
Gather Information1=0+1+0CHA0
Handle Animal*1=0+1+0CHA0
Heal6=0+6+0WIS0
Hide@0=0+0+0DEX0
Intimidate1=0+1+0CHA0
Jump@3=0+3+0STR0
Knowledge (Geo local)*5=4+1+0INT
Knowledge (Religion)*7=6+1+0INT
Listen6=0+6+0WIS0
Move Silently@0=0+0+0DEX0
Open Lock*0=0+0+0DEX0
Perform1=0+1+0CHA0
Profession*6=0+6+0WIS0
Ride0=0+0+0DEX0
Search1=0+1+0INT0
Sense Motive13=7+6+0WIS0
Sleight of Hand*@0=0+0+0DEX0
Spellcraft*6=5+1+0INT0
Spot6=0+6+0WIS0
Survival6=0+6+0WIS0
Swim@3=0+3+0STR0
Tumble*@0=0+0+0DEX0
Use Magic Device*1=0+1+0CHA0
Use Rope0=0+0+0DEX0

*: Trained Only      @: Armor Check Penalty

Equipment and Money

  • Equipment:
    Boots of Striding and Springing
    Periapt of Wisdom + 4
    Ring of Protection + 1
    Cloak of Resistance + 1
    2 Platinum Rings
    1 CMW Scrolls
    Backpack (2)
    Bedroll (5)
    Flint and Steel
    2 Holy Water (2)
    Ink
    2 Inkpen
    20 Paper
    Pot, iron (10)
    Beltpouch (.5)
    100 ft. Silk Rope (10)
    Tent (20)
    2 Waterskin(8)

    Broach of Obad Hai
    Trackless Step
    Wild Empathy
    Charm Monster/Fey/1/day
  • Equipment on Mount:
    Note on money: 900 gp are stored back in Gorn for safekeeping, and he carries the remainder.
 
Money
CP0SP0GP1027PP0

Familiar/Mount/Companion

NameRaceClassLevelAlignment
STRDEXCONINTWISCHA
Hit Points: Armor Class:
Abilities/Equipment

Spells

  • Spellbook:
    Spells per Level:
    0/1/2/3/4
    6/7/6/5/4
    (One spell from levels 1,2,3&4 must be a Domain spell)
  • Memorized Spells:
    0:
    Light
    Read Magic
    Mending
    Guidance
    Detect Magic (x2)

    1:Bless
    Cause Fear
    Command
    Doom
    Protection From Evil (+1 Level- D)
    Sanctuary
    Shield of Faith


    2:(D)Aid (+1 caster level)
    Align Weapon
    Hold Person
    Shatter
    Silence
    Sound Burst

    3:
    (D)Magic Circle against Evil
    Daylight
    Dispel Magic
    Empty
    Invisibility Purge

    4:Empty
    (D) Holy Smite
    Poison
    Summon Monster IV
  • Spell Notes:
    0 Turns used
    Used Spells
    0:

    1:

    2:

    3:

    4: