Race |
LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] |
Classes/Levels |
Positive Conditions: | Negative Conditions: |
About Thyra Fireforge
Thyra the Mountain Dwarf
Str: 17+2R+1(20)
Dex: 12
Con: 15+2R+1(18)
Wis: 12
Int: 12
Cha: 10
Class: Fighter, but with a heavy paladin feel. She fights axe and board to protect herself and her allies.
Alignment: Lawful Good, will be a paladin of sorts, not wise enough or patient enough to make it as a cleric but she has a strong sense of faith in the gods.
background: Acolyte
Personality Trait: Eternally Optimistic, even in the face of certain death.
Ideal: Charity, I always try to help those who are in need, no matter the personal cost.
Bond:Everything I do, I do for the common temple and by extension the common people who we serve
Flaw: My piety leads me to trust and believe in those who proclaim to be apart of my faith.
Profession: Bodyguard, part-time scribe for the church
Thyra was raised in the faith of Torm and surrounds herself in the dogma of her church like an armor. She is stubborn at times and hates giving up on tasks or leaving something half-finished. She tried being a cleric but she lacked the patience or the magical ability to ever speak to her god however she is still highly active in the church and works as a bodyguard and as a left-hand of sorts for protecting the church and her interests.
She is left-handed and thus wields her battleaxe in her left hand and shield in her right. Her bizarre fighting style has often been criticized as being unsafe for her allies. She has long red hair that she keeps in a tight braid and her stone gray eyes match the mountains she calls home. She is otherwise 4'6" and about 200 lbs without armor.
Dwarven Protection Fighter Lawful Good
20/12/18/12/12/10
HP 76, AC 21(18 Armor, 3 shield), Init +1, Speed 25, Darkvision 60 ft
Combat:
+2 Battleaxe +10 (1d8+7 S)
+1 Warhammer +9 (1d8+6 B)
Light Crossbow +4 (1d8+1 P)
-20 bolts
Saves:
Str +8
Dex +1
Con +7
Int +1
Wis +1
Cha +0
*Resistance to Poison
Skills:
(STR)Athletics +8
(WIS)Survival +4
(INT)Religion +4
(WIS)Insight +4
(INT)History +6 as it relates to the origin of Stonework(Stonecunning)
Tools:
Blacksmith's Tools
Feats: Tough, I gain 2xhp per level and always gain +2 hp when I level up.
Languages: Common, Dwarven, Celestial, Halfling
Equipment:
+2 Battleaxe
Handaxe
Light Crossbow (20 bolts)
+2 Full-Plate
+2 Shield
Dungeoneer's Kit
Holy Symbol
Other: Hempen rope (100 ft.), signel whistle, bedroll, blanket, common clothes, Waterskin, 1 Healing Potion, Manacles, Two-Person Tent, Holy Water, 4 more days of Trail Rations, 1227gp, crowbar, candles, a blanket, glass bottle. Potion of Invisibility, Potion of Fire Resist, Potion of Extra Healing x 2, Potion of Healing x 4, +1 Warhammer
Dwarven Features: Stone cunning: Whenever I make a History check related to the origin of stonework I am considered proficient in History and add double my proficiency bonus to the check.
Fighting Style: Protection; When a creature you can see attacks a target other than you that is within 5-ft of you, you can use your reaction to impose a disadvantage on the attack roll. You must be wielding a shield
Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + fighter level, once you use this ability you must finish a short or long rest before you can use it again.
Action Surge: On your turn, you can take an extra action of any sort. Once you use this ability you must finish a short or long rest before you can use it again
Maneuvers. You learn three maneuvers of your
choice, which are detailed under "Maneuvers" below.
Many maneuvers enhance an attack in some way. You
can use only one maneuver per attack
Superiority Dice. You have four superiority dice,
which are d8s. A superiority die is expended when you
use it. You regain all of your expended superiority dice
when you finish a short or long rest.
Saving Throws. Some of your maneuvers require
your target to make a saving throw to resist the
maneuver's effects. The saving throw DC is calculated
as follows:
Maneuver save DC ~ 8 + your proficiency bonus +
your strength or Dexterity modifier (your choice). DC 16
Second Attack: I can now make an exciting two attacks on an attack routine!!