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Dolgrin Stonecaller's page
224 posts. Alias of Ellioti.
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About Dolgrin Stonecaller
Dolgrin Stonecaller didn't set out to become a witch. He set out to find a missing person — a dockworker's daughter, last seen near the Puddles — and ended up chained in a cellar beneath a townhouse in the Coins district, watching a necromancer prepare his tools with the unhurried calm of a man who'd done this many times before.
What saved him wasn't magic. Not yet. It was the same thing that had made him a halfway decent investigator for twenty years: he noticed things. The loose ring-bolt in the wall. The necromancer's habit of muttering his work aloud. The covered birdcage in the corner that muttered back.
The head inside called itself Vorkas. Former confidence man, deceased under circumstances it describes as "complicated", currently furious about being owned by someone with so little appreciation for subtlety. It told Dolgrin exactly where the spare key was kept, in exchange for a promise: get them both out, and don't leave it behind.
Dolgrin kept his word. He got out, he took Vorkas, and — jaw set, wrists still raw — he walked directly to the nearest Almaran Watch post and reported everything. The necromancer was arrested before dawn. The dockworker's daughter was found in a hidden room, alive.
The witch's magic came three nights later, uninvited, in the form of a dream he couldn't describe and a voice that wasn't Vorkas. Something had been watching the whole affair with interest. It appreciated how he'd handled himself. It had a proposition.
The Unseen Broker never shows a face. It communicates through intermediaries, through implications, through documents that appear on Dolgrin's desk without explanation. It gave him hexes, instincts sharpened into something beyond the natural, and access to a web of information no single person should possess. What it gets in return is a loyal investigator who asks exactly the right questions — and stops just short of the ones he shouldn't.
Dolgrin tells himself the arrangement is practical. Vorkas tells him he's rationalizing. They argue about it regularly.
He runs his practice out of a narrow office near the Docks, takes cases the Watch won't touch, and has a reputation for results and a secondary reputation for being profoundly difficult to bribe. The hexes are a recent development. Most clients don't know about those.
When Shadows of Sundown reaches Absalom, Dolgrin is already peripherally aware something is wrong — three of his cold cases have started connecting in ways they shouldn't. A note arrives, unsigned, in handwriting he doesn't recognize.
WAR MAGE INVESTIGATOR
Wizard (War Mage) — Level 11
CORE IDENTITY
- Class: Wizard (War Mage)
- Ancestry: Dwarf — Death Warden Dwarf
- Background: Secular Medic
- Alignment: Neutral
- Size: Medium
- Key Ability: Intelligence
ABILITY SCORES
- STR: 10
- DEX: 18
- CON: 18
- INT: 20
- WIS: 18
- CHA: 8
DEFENSES
- AC: 31 (Proficiency +15 | DEX +4 | Item +2)
- Armor: +1 Resilient Leather
- Fortitude: Expert (+4) +1 Item Bonus
- Reflex: Expert (+4) +1 Item Bonus
- Will: Expert (+4) +1 Item Bonus
- Perception: Expert (+4)
MOVEMENT
- Speed: 25 ft (20 base + 5 bonus)
WEAPON
- +2 Striking Flaming Clan Pistol
- Attack: +21 | Die: d6 | Type: Piercing
- Extra Damage: 1d6 Force, 1d6 Fire
SKILLS
- Legendary: Medicine, Society, Lore: Warfare
- Expert: Arcana, Perception
- Trained: Acrobatics, Crafting, Diplomacy, Intimidation, Lore: Anatomy, Occultism, Religion, Stealth, Survival
SPELLCASTING — WIZARD (Arcane, Prepared, INT)
- Focus Spells (2 Points): Force Bolt, Energy Absorption
- Cantrips (6/day): Detect Magic, Light, Needle Darts, Telekinetic Hand, Prestidigitation, Shield
- 1st (4/day): Command, Charm, Grease, Force Barrage
- 2nd (4/day): Resist Energy
- 3rd (4/day): Locate
- 4th (4/day): Fly, Fireball
- 5th (3/day): Cloak of Colors, Howling Blizzard
- 6th (3/day): Vampiric Exsanguination, Chain Lightning
Full Spellbook:
- Cantrips: Shield, Telekinetic Projectile, Telekinetic Hand, Needle Darts, Prestidigitation, Message, Light, Eat Fire, Detect Magic, Bullhorn
- 1st: Force Barrage, Command, Charm, Endure, Fear, Grease, Breathe Fire, Runic Weapon, Pocket Library
- 2nd: Darkvision, Dispel Magic, Invisibility, Resist Energy, Blur
- 3rd: Clairaudience, Fireball, Haste, Locate, Slow
- 4th: Wall of Fire, Fly, Unfettered Movement, Vapor Form, Translocate
- 5th: Howling Blizzard, Wall of Stone, Scouting Eye, Banishment, Cloak of Colors
- 6th: Chain Lightning, Truesight, Vampiric Exsanguination
INNATE SPELLCASTING — HEROES' CALL (Occult)
FEATS
- Lvl 1: Shield Block (Awarded), Battle Medicine (Awarded), Death Warden Dwarf (Heritage), Dwarven Weapon Familiarity (Ancestry)
- Lvl 2: Additional Lore (Awarded), War Mage Dedication (Class), Streetwise (Skill), Investigator Dedication (Archetype)
- Lvl 3: Fleet (General)
- Lvl 4: Bespell Strikes (Class), Battle Planner (Skill), Basic Deduction (Archetype), Known Weaknesses (Investigator)
- Lvl 5: Rock Runner (Ancestry)
- Lvl 6: Investigator's Stratagem (Archetype), Underground Network (Skill), Mage's Field Dressing (Class)
- Lvl 7: Toughness (General)
- Lvl 8: Advanced School Spell (Class), Keen Recollection (Archetype), Advanced First Aid (Skill)
- Lvl 9: Heroes' Call (Ancestry)
- Lvl 10: Risky Reload (Class), Unexpected Sharpshooter Dedication (Archetype), Continual Recovery (Skill)
- Lvl 11: Incredible Initiative (General)
SPECIAL ABILITIES
- School of Battle Magic
- Darkvision
- War Magic
- Spellbook
- Wizard Spellcasting
- Pursue a Lead
- Clue In
- On the Case
- Reflex Expertise
- Devise a Stratagem
- Expert Spellcaster
- Keen Recollection
- Magical Fortitude
- Accidental Shot
- Weapon Expertise
- Perception Expertise
- Death Warden Dwarf
MONEY
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