Male, Dwarf, Mage, lvl 19
Height: 4’ 2"
Base movement rate: 20ft
Armor: Cloth Robes
Strength: 15 (2)
— Carry weight: light= 66 /medium= 67-133 /heavy= 134-200
Dexterity: 14 (2)
Constitution: 17 (3)
Intelligence: 17 (3)
Wisdom: 16 (3)
Charisma: 13 (1)
Base attack Bonus: +9 / +4
Skills (skill_ability_total skill lvl_ability modifier_ranks
Racial/size mods: +2 Constitution -2 Charisma,
Darkvision: Mountain dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and mountain dwarves can function just fine with no light at all.
Stonecunning: This ability grants a mountain 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 mountain dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a mountain dwarf can use the Search skill to find stonework traps as a rogue can. A mountain dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Mountain dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A mountain dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Alchemy Int 17
Bluff Cha 7 +3
Diplomacy Cha 17
Knowledge (Arcana) Int 17
Knowledge (Architecture/ Engineering) Int 17
Survival Wis 5
Open Lock Dex 17
Heal Wis 5
Feats= ( feats that can be taken multiple times look like "toughness (number of times taken) " )
Extraordinary Spell Aim
Greater Dispel Magic
Wall of Iron
Finger of Death
Polymorph, Any Object
- 1 Determine the physical qualities of your character. This includes most of the things you will find on the character sheet (sex, age, class, appearance, clothing, etc,.). Many of these traits will be imperative to determining the history and tastes of your character.
- 2 Decide whether you want your character alignment to be ethically; “Lawful Good,” “Neutral Good,” “Chaotic Good,” “Lawful Neutral,” True Neutral," “Chaotic Neutral,” “Lawful Evil,” “Neutral Evil” or “Chaotic Evil”.
- Ask yourself what your character’s goals are. For what are they fighting? Later, you will be able to expand upon this by explaining why the character has these goals (What in his/her history lead him/her to have these goals? Does the character’s likes/dislikes have an influence on these goals?).
- Now you get to the environmental influences upon your character. Where did he/she grow up? What social class is he/she? Who are/were some of the people closest to him/her (enemies, parents, friends, love interests, etc,.)? Remember that the physical and social environment a character grew and lives in has a huge effect on the philosophies of that character.
- Is your character more of a type A or type B personality? What does he/she like and fear? Does he/she have any quirks? What are some of the secrets your character will have this adventure?) Keep in mind that a campaign adventure will help you flesh out and grow your character, so don’t worry if you are having difficulty deciding on the specifics.
- Move on to constructing the history of your character. What has happened to him/her to make him/her the person he/she is today?
- Was your character simply trying to help his/herself or his/her people and was swept up in the adventure?).