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Defense
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AC: 12 (+2 Dex) (touch 12, flat-footed 10); +4 dodge vs. giants
HP: 6 (Current: 6) (Nonlethal: 0)
Saves: Fort +2, Ref +2, Will +3; +2 racial vs. poison, +2 racial vs. spells and spell-like effects
Special: Stability: +4 to resist being bull rushed or tripped when standing on the ground
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Offense
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Speed: 20 ft.
Melee: Quarterstaff +0 (1d6/20); +1 racial vs. orcs and goblinoids
or Dagger +0 (1d4/19-20); +1 racial vs. orcs and goblinoids
Ranged: Heavy Crossbow +2 (1d10/19-20); +1 racial vs. orcs and goblinoids
or Dagger +2 (1d4/19-20); +1 racial vs. orcs and goblinoids
or Spell +2; +1 racial vs. orcs and goblinoids
Space/Reach: 5 ft. / 5 ft.
Special: Spells Prepared:
0 (4):Acid Splash, Detect Magic, Disrupt Undead, Open/Close(t)
1 (3):Mage Armor, Grease(b), Magic Weapon(t)
Appraise +3 (0+3); +2 racial on checks that are related to stone or metal items
Concentration +6 (4+2)
Decipher Script +5 (2+3)
Craft (Weaponsmithing) +5 (2+3)); +2 racial on checks that are related to stone or metal
Knowledge (Arcana) +7 (4+3)
Knowledge (Architecture and Engineering) +5 (2+3)
Knowledge (Dungeoneering) +5 (2+3)
Listen +1 (0+1)
Search +3 (0+3); +2 racial on checks to notice unusual stonework
Spellcraft +7 (4+3) (+2 to learn Transmutation spells)
Spot +1 (0+1)
Special:
Summon Familiar
Specialization: Transmutation; prepare one additional transmutation spell per level per day
Prohibited Schools: Enchantment, Illusion
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
Gear
Spoiler:
Equipment:
Quarterstaff
Dagger
Heavy Crossbow
Bolt Case (10 bolts)
Spell Component Pouch
Backpack:
-Bedroll
-Candle x 5
-Ink (vial)
-Inkpen
-Parchment x 5
-Case, Map/Scroll (empty)
-Bolt x 10
-Silk Rope (50 ft)
-Waterskin
-Rations (4 days)
-Mug, clay
-Ale (1 gal.)
-Acid, flask x 2
Pouch, Belt:
-Pipe, clay
-Tobacco (1 lb.)
-Flint & Steel
-Chalk
-Coins (see wealth)
In Janderhoff, a city of smiths, the Ironforge family is well-known for their weaponcraft in general, and axes in particular. Ironforge waraxes have been wielded throughout history by great warriors, generals, and even kings; their smiths justifiably take great pride in their work and their tradition. Every dwarf in the Ironforge family aspires to the title of Master Craftsman, and the possibility that maybe someday he or she will craft a weapon fit for royalty. All except one.
Though not suited to the forge, Kraeg was gifted with a keen intellect, and when he began training as a mage-smith, he showed a natural talent for it. His skill with mage craft ensured him the respect of the family, for even the greatest smith knows that if he wishes his weapons to be wielded by the greatest of warriors, they must be enchanted. There was only one problem, Kraeg had no interest in spending his days enchanting axes. He was bored, and therefore uninspired.
As disappointing as it was to his family, an uninspired mage-smith makes uninspired weapons. Humans fill the world with uninspired weapons, and Kraeg’s family saw no reason to force him to help them. So Kraeg left Janderhoff and journeyed to Magnimar, seeking…something.
While in Magnimar, Kraeg ran into a party of adventurers in a tavern, and he knew immediately what it was that he wanted to do with his life.