Karburtin Lightbrand

Kruppe Delat's page

90 posts. Alias of Doug Hahn.

Full Name



Male Dwarf (Rock) Wizard (Transmuter) 2 | 20' | HP: 14/26 | AC: 16 (17 with shield) | Perc: +6 (T; Darkvision, Stonecunning +2) | F: +6 R: +5 W: +8


| Exploration: Investigate | Spells & Abilities Used: lv. 1: 1/3 Focus: 0/1 Bonded Item: 0/1 | Status: Mage Armor | Hero Points: 0

About Kruppe Delat

CG Male Dwarf (Rock Dwarf) Wizard

Kruppe Delat is a dwarf with a round body, a faded blue waistcoat with puffy white cuffs, and the short oily hair atop his head. His beard covers a cherubic face that's often smeared with cake icing and pastry crumbs; and he carries a silk handkerchief in his pocket, which he produces often to blot his brow or wipe his mouth. Kruppe's blissfully idiotic mask never drops.


HP 18
AC 15 (16 with Shield) (10+3+1+1 [shield])
Speed 20’
Fort +5 (T) (+2 vs Shove/Trip)
Reflex +4 (T)
Will +7 (E)

Crossbow +4 for 1d8 P
Dagger +3 for 1d4 P/S
Ray of Frost +7 for 1d4+4



1. Ghost Sound
2. Light
3. Mage Hand
4. Ray of Frost
5. Shield

First Level

1. Mage Armor (cast)
2. Magic Weapon
3. Magic Missile

Transmuter Focus

1. Physical Boost


Str: 0
Dex: 1
Con: 2
Int: 4
Wis: 2
Cha: 0


Acrobatics (U) +1
Arcana (T) +8
Athletics (U) +0
Crafting (U) +4
Deception (U) +0
Diplomacy (U) +0
Intimidation (U) +0
Medicine (U) +2
Nature (U) +2
Occultism (T) +8
Performance (U) +0
Religion (T) +6
Society (T) +8
Stealth (U) +1
Survival (U) +2
Thievery (U) +1
Academia Lore (T) +8



Held Items
Handkerchief (arcane bond)

Worn Items
ordinary clothing
crossbow and bolts
spell component pouch

Stowed items
Salted Halibut
compass (1 gp)
10 pieces of chalk
mirror (1 gp)
flint and steel
50' of rope
2 weeks’ rations (pastries)
5 torches
writing set (1 gp)
3 replacement picks
5.1 gold pieces



Acid Splash
Detect Magic
Ghost Sound
Mage Hand
Ray of Frost

First Level

Fleet Step
Mage Armor
Magic Weapon
Pest Form



[dice=Acrobatics (U)]1d20+1[/dice]
[dice=Arcana (T)]1d20+8[/dice]
[dice=Athletics (U)]1d20+0[/dice]
[dice=Crafting (U)]1d20+4[/dice]
[dice=Deception (U)]1d20+0[/dice]
[dice=Diplomacy (U)]1d20+0[/dice]
[dice=Intimidation (U)]1d20+0[/dice]
[dice=Medicine (U)]1d20+2[/dice]
[dice=Nature (U)]1d20+2[/dice]
[dice=Occultism (T)]1d20+8[/dice]
[dice=Performance (U)]1d20+0[/dice]
[dice=Religion (T)]1d20+6[/dice]
[dice=Society (T)]1d20+8[/dice]
[dice=Stealth (U)]1d20+1[/dice]
[dice=Survival (U)]1d20+2[/dice]
[dice=Thievery (U)]1d20+1[/dice]
[dice=Academia Lore (T)]1d20+8[/dice]

[dice=Crossbow, 120' range]1d20+5[/dice]


[dice=Ray of Frost]1d20+8[/dice]
–10-foot status to Speeds for 1 round if crit

[dice=Fort]1d20+6[/dice] (+2 vs shove/trip)


1. Concept

A dwarf wizard who likes pastries, is hard to knock down, and puts on an act that he's rather foolish.

2. Starting Modifiers

Str: 0
Dex: 0
Con: 0
Int: 0
Wis: 0
Cha: 0

3. Select an Ancestry: Dwarf

Ability Boosts
Dwarves add a +1 modifier to Con and Wis:
Str: 0
Dex: 0
Con: 1
Int: 0
Wis: 1
Cha: 0

Ancestry Stats
Base Hitpoints: 10
20' speed

Rock Dwarf: +2 to Fortitude and Reflex DCs to Shove or Trip you
Stonecunning: +2 to Perception to notice unusual stonework and traps hidden in stone.

4. Background: Scholar
You have always had a knack for learning, and for years you sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and you always dreamed about one day seeing those things with your own eyes. Eventually, that curiosity led you to conclude your formal studies and become an adventurer to pursue a more hands-on education.

Ability Boost
+1 to your Intelligence:
Str: 0
Dex: 0
Con: 1
Int: 1
Wis: 1
Cha: 0

You’re trained in Arcana (or Religion if you’re a wizard) and the Academia Lore skill.
Background Ability: Assurance in Arcana: For Arcana checks, you can use a result of 10 + your proficiency bonus in
Arcana instead of rolling.


Ability Boosts
Add a +3 modifier to your Intelligence, then pick 3 other abilities to add a +1 modifier to.
Str: 0
Dex: 1 (+1)
Con: 2 (+1)
Int: 4 (+3)
Wis: 2 (+1)
Cha: 0

Hit Points
Add 6 for Wizard, your Ancestry, and your con modifier. 6+10+2=18

Wizard Skill Training
Trained in Arcana, Occultism, and Society

Trained in Perception

Saving Throws
Trained in Fortitude saving throws (3+2=+5)
Trained in Reflex saving throws (3+1=+4)
Expert in Will saving throws (5+2=+7)

Trained in unarmored defense

Trained in club, crossbow, dagger, heavy crossbow, staff, and fists

Trained in spell attacks and spell DCs
Spell DC=10+3+4=17

Through dedicated study and practice, you’ve learned to harness arcane power to cast spells. Each morning, you study your spellbook to decide what spells you want to cast that day. This is called preparing your spells. Every day, you can prepare two 1st-level spells and five cantrips.


You can only prepare spells that you have recorded in your spellbook. You have a spellbook that contains all of the cantrips listed on page 36, plus the 1st-level spells listed in your arcane school (see below). As you gain levels, you’ll add spells to your spellbook. You can also add new spells you find during your adventures using the Arcana skil.

Spell Substitution

You have the Spell Substitution Class Ability. You can swap what spells you have prepared by studying your spellbook. You can spend 10 minutes to exchange one prepared spell that you have not yet cast for another spell of the same level from your spellbook.

Arcane Bond
You have the Arcane Bone class ability. You place some of your magical power in a special item, usually an item associated with spellcasting, like a wand, ring, or staff. Each morning when you prepare your spells, you can designate a single item you own as your bonded item.

Once a day, you can drain the item’s power to choose a spell that you already cast today and cast it again. Recalling this spell is instant, but you have to spend the actions to cast the spell.

Arcane School

The final choice you must make as a wizard is to select one school of magic you study above others: abjuration, evocation, or transmutation. Your school adds 1st-level spells to your spellbook, plus one special kind of spell called a school spell. You cast your school spell like any other spell. Once you cast it, you can get it back by spending 10 minutes studying your spellbook, allowing you to cast it again!

Using transmutation, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself.

You learn the physical boost school spell and the following 1st-level spells: command, fleet step, mage armor, magic weapon, and pest form.

6. Equipment
Wizard kit and 10 GP


Feat: Reach Spell