| Full Name |
Dragor Ironheart |
| Race |
Dwarf |
| Classes/Levels |
Fighter (Foehammer) 1 |
| Deity |
Torag |
| Languages |
Common, Dwarven |
| Strength |
17 |
| Dexterity |
12 |
| Constitution |
14 |
| Intelligence |
13 |
| Wisdom |
12 |
| Charisma |
8 |
About Dragor Ironheart
Senses: Perception +0 (darkvision 60 ft.)
Initiative: +3
Hit Points: 8/8 (1d6, +2 Con)
Melee:
Range:
Armor Class: 12, 10 flat-footed , 12 touch (+2 Cha, +0 armor)
Saves: Fortitude +2 (+5 vs. cold weather effects), Reflex +2, Will +2 (+1 vs enchantments)
Resistances: +2 vs. poison, spells, spell-like abilities
Immunities: None
Weaknesses: None
Base Attack Bonus: +1
Combat Maneuver Bonus:
Combat Maneuver Defense:
Size: Medium
Speed: 30 ft.
Sorcerer Features:
Sorcerer Proficiencies: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Destined Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.
Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (7/day)
Character Traits:
Harrow Born: You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.
Restless Wayfarer: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (Local) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).
Skills:
4 ranks/lvl (2 class, 1 human, 1 int)
Bluff +8 (1 rank, +3 class, +4 Cha)
Knowledge (Local) +6 (1 rank, +3 class, +1 Int, +1 Trait)
Sleight of Hand +6 (1 rank, +3 feat, +2 Dex)
Use Magic Device +8 (1 rank, +3 class, +4 Cha)
Note: +4 to sleight of hand to hide in pocketed scarf
Languages:
Common (Varisian), Hallit, Sylvan
Feats:
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Harrowed: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
Skill Focus (Sleight of Hand): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Dwarf Racial Trait:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
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.
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.
Weapons:
Armor: None
Tools and Skill Kits:
Mundane Gear: None
Magical Gear: None
Potions: None
Scrolls: None
Money and Treasure: 175 gold
Party Funds:
Experience Points: 0
To Next Level: 1000
Appearance and Personality:
Background:
Adventuring Companions:
Campaign:
Feats of Interest: Combat Casting, Toughness