Dwarf Wizard

Dethor Ironfist's page

432 posts. Organized Play character for Silbeg.


Race

| HP 46/46 | AC 21| Fort +7; Ref +12; Will +10 | Perc: +10(E) (+11 to find traps) (Darkvision)

Classes/Levels

| Speed 20ft| Hero Points 3/3 |Exploration Mode: Avoid Notice | Active conditions: Deny Advantage,

Gender

LN Male (he/his) death warden dwarf rogue [thief] 4

Strength 1
Dexterity 4
Constitution 1
Intelligence 1
Wisdom 2
Charisma 0

About Dethor Ironfist

Dethor Ironfist
Dwarf rogue 4 (Advanced Player's Guide)
CG, Medium, Dwarf, Humanoid
Heritage death warden dwarf
Background criminal
Perception +10 (+11 to find traps); darkvision
Languages Ancient Osiriani, Common, Dwarven, Kelish
Skills Acrobatics +13 (Successes to Balance are critical successes instead., When you Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and successes on either of these Acrobatics checks are critical successes instead.), Athletics +7, Crafting +7, Deception +8, Diplomacy +6, Dwarven Lore +7, Intimidation +6, Medicine +8, Nature +8, Religion +8, Scouting Lore +7, Society +7, Stealth +12, Survival +8, Thievery +12, Underworld Lore +7
Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
Items leather armor, +1 composite shortbow, +1 striking shortsword, clan dagger, backpack, bedroll, bracelet of dashing, climbing kit, crowbar, flint and steel, healer's tools, rations (1 week) (2), replacement pick (5), rope (foot) (50), soap, thieves' tools, waterskin, wayfinder, purse (16 gp, 9 sp, 8 cp)
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AC 21; Fort +7; Ref +12; Will +10; +1 circumstance bonus vs. traps, +2 circumstance bonus vs. traps or devices you failed to disarm., Success vs. necromancy effects are critical successes instead.
HP 46
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
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Speed 20 feet
Melee [1] +1 striking shortsword +11 (magical, versatile S, agile, finesse), Damage 2d6+4 P
[dice=+1 striking shortsword]1d20+11[/dice]
[dice=piercing (or slashing) plus precision]2d6+4+1d6[/dice]

Melee [1] clan dagger +7 (parry, versatile B, agile, dwarf), Damage 1d4+1 P
Ranged [1] [i]+1 composite shortbow[/i] +11 (deadly d10, propulsive, magical, range increment 60 feet, reload 0), Damage 1d6 P
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Ancestry Feats Dwarven Lore, Rock Runner
Class Feats Quick Draw, Trap Finder
General Feats Ancestral Paragon
Skill Feats Cat Fall, Experienced Smuggler, Steady Balance, Streetwise, Wary Disarmament
Other Abilities rogue's racket, sneak attack, swords, thief