Gadka Burtannon

Delgar Ironfist's page

No posts. Alias of natloz.


Full Name

Delgar Ironfist

Race

Dwarf; HP: 12/12 AC:17/17/12 Fort:3 Ref:5 Will:3

Classes/Levels

Unchained Monk 1

Gender

Male

Size

Med

Alignment

Lawful Neutral

Strength 16
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 8

About Delgar Ironfist

Delgar Male Dwarf Unchained Monk 1 (FCB: +1 HP)
Init +3; Senses Perception +7; Darkvision 90ft

==DEFENSE==
AC 17, touch 17, flat-footed 12 (+3 dex, +3 Wis)
hp 12 (1d10+1, +1)
Fort +3, Ref +5, Will +3

Special Defense Monk AC Bonus (+0 Monk; Add Wis bonus to AC and CMB); Stability: +4 CMD vs Bull Rush, Trip; Defensive Training: +4 Dodge vs Giants; Hardy: +2 on Saving Throws vs disease,

poison, spells & spell-like abilites; Dodge/Mobility: +1 Dodge AC, +4 Dodge AC vs AoO; Deflect Arrows

==OFFENSE==
Spd 20 ft
Melee Unarmed Strike +4 (1d6+3) 20/x2
Flurry +4/+4 (1d6+3) 20/x2
Ranged Sling +4 (1d4+3) 20/x2

Special Attacks Stunning Fist (), Flurry of Blows [extra attack on full attack at highest attack bonus]; Hatred: +1 to hit vs orcs and goblinoids. +2 to Confirm Crits w/Unarmed

==STATISTICS==
Str 16 , Dex 16, Con 12 (10+2), Int 10, Wis 16 (14+2), Cha 8
BAB +1, CMB +4, CMD 21
Feats Stunning Fist, Improved Unarmed Strike, Dodge/Mobility, Deflect Arrows

Skills:
4 points total
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (History), Knowledge (religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim

Acrobatics +7 (3 dex +1 rank +3 cs)
Climb +7 (3 Str +1 rank +3 cs)
Perception +7 (2 Wis +1 rank +3 cs)
vs unusual stonework: +9
Stealth +3 (3 dex)
Swim +7 (3 str +1 rank +3 cs)

Know(history of dwarves) +2

Traits Creature of Darkness
Your time spent working in the mines of Diamond Lake has accustomed your eyes to the darkness.
Benefit: The range of your darkvision increases by 30 ft.
Secret: You work in Dourstone mine.

Martial Manuscript: You have memorized a sacred text from your school and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm

critical hits when you're using an unarmed strike or monk weapon.

Racial Abilities:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to

dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features

whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Languages Common, Dwarven

Carrying capacity: Light Load: 76lbs, Med load: 159, Heavy Load: 230
Lift overhead: 230lbs; Lift Off ground: 460lbs; Push/Drag:1,150lbs

Equipment: Sling & Bullets (20) 2sp 10 lbs
Grappling Hook 1gp 4lbs
Monk's Kit: Backpack, belt pouch, blanket, rope (100 ft), soap, torches (10), trail rations (17 days), Waterskin 22lbs, 8gp
Survival Kit: Flint and Steel, Mess Kit, two waterskins, basic maps, small utility knife 4lbs 5gp
Small Tent 20lbs 10gp

Coins: 0GP

Background:

Hailing from the free city of Greyhawk, Delgar never really had what you would call a family. He was dropped off to a monastery as a bastard. Because he did not choose to be there he was used for manual labor, doing the cleaning and the cooking. He always enjoyed watching the actual students but wasn't given a chance to practice with them. Despite the resistance of the teachers, he did pick up a few tricks and techniques by watching the training sessions. Eventually he got sick of doing all the work so he broke into the library to read from the manuals only the teachers and advanced students get to see. Knowing the caretakers would not forgive him from seeing knowledge he shouldn't, Delgar escaped into the night. Hearing of another monastery near Diamond Lake he heads off in that direction. Finally arriving at the Twilight Monastery he attempts to gain entry only to be rebuffed at the gate. Having no funds to return to Greyhawk he attempts to find a way to make money in Diamond Lake. The only thing available he can do is work in the mines. Due to his multiple rejections he developed a chip on his shoulder. Finally he hears word of a group heading into one of the tomb things around the city and signs on to try to get some gold to get out of town and back to somewhere better.