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Rated: E · Appendix · Other · #2237699
Dwarf Warlock
Male Dwarf Warlock
Level 1
Strength 14 (+2)
Constitution 11 (+0)
Dexterity 12 (+1)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 18 (+4)
Height: 4' 7"
Weight: 200 lb
Skin: Pale
Eyes: Red
Hair: White Straight; Average Beard
Maximum Hit Points: 23

Bloodied: 11
Surge Value: 5
Surges / Day: 6

Size: Medium
Speed: 5 squares
Vision: Low-light

Initiative: 1d20 +1 = + 1 [dexterity]
Base Strength Attack: 1d20 +2 = + 2 [strength]
Base Dexterity Attack: 1d20 +1 = + 1 [dexterity]
Base Constitution Attack: 1d20 +0 = + 0 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]
Base Charisma Attack: 1d20 +4 = + 4 [charisma]

Armor Class: 13 = 10 + 1 [intelligence] + 2 [Leather]
Fortitude Defense: 12 = 10 + 2 [strength]
Reflex Defense: 12 = 10 + 1 [warlock] + 1 [dexterity]
Will Defense: 15 = 10 + 1 [warlock] + 4 [charisma]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.

Armor: Leather (15 lb)

Shield: None

Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Quarterstaff: +4 vs AC [+2 strength attack] [+2 proficiency]; damage 1[W]=1d8+2 [strength bonus] 4 lb (Staff)
Dire Radiance +4i [base charisma attack] vs fortitude
Eldritch Blast +4i (constitution / charisma) vs reflex
Diabolic Grasp +0i [base constitution attack] vs fortitude
Armor of Agathys [special]
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Common; Dwarven;

Rituals Known:


Acrobatics: +1 = 1 [dexterity]
Arcana: +6 = 1 [intelligence] +5 [class training]
Athletics: +2 = 2 [strength]
Bluff: +9 = 4 [charisma] +5 [class training]
Diplomacy: +4 = 4 [charisma]
Dungeoneering: +5 = 3 [wisdom] + 2 [Dwarf]
Endurance: +2 = 0 [constitution] + 2 [Dwarf]
Heal: +3 = 3 [wisdom]
History: +6 = 1 [intelligence] +5 [class training]
Insight: +8 = 3 [wisdom] +5 [class training]
Intimidate: +4 = 4 [charisma]
Nature: +3 = 3 [wisdom]
Perception: +5 = 3 [wisdom] + 2 [alertness]
Religion: +1 = 1 [intelligence]
Stealth: +1 = 1 [dexterity]
Streetwise: +4 = 4 [charisma]
Thievery: +1 = 1 [dexterity]

Alertness Per Essentials, you cannot be surprised at all

Melee Basic Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
Bull Rush: +2 [base strength attack] vs fortitude [standard action]
Grab: +2 [base strength attack] vs reflex [standard action]
Move grabbed target: +2 [base strength attack] vs fortitude [standard action]
Escape: +1 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action]
Warlock's Curse [Warlock][minor action][damage can now be dealt only once/turn] [see online revision]
Dire Radiance [Level 1]
Eldritch Blast [Level 1][usable as ranged basic attack]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Diabolic Grasp [Level 1]
Daily Powers:

Armor of Agathys [Level 1]

+2 Constitution, +2 Strength or Wisdom (already included; you chose Wisdom.)
Cast-Iron Stomach (+5 saves vs poison)
Dwarven Resilience (second wind is minor rather than standard action)
Dwarven Weapon Proficiency (throwing hammer, warhammer)
Encumbered Speed
Stand your Ground (forced moves are 1 square less; immediate save vs. being knocked prone)
Eldritch Blast
This warlock's pact is to the Winter Court with some pact boon.
Prime Shot (+1 on ranged attacks if no ally is nearer)
Shadow Walk (if you move at least 3 squares, gain concealment until the end of your next turn)
Warlock's Curse (extra damage to any creature you have cursed during this encounter) [see online revision]


19 lb
2 lb
5 lb

1 lb
10 lb
10 lb
2 lb
4 lb
53 lb Weapons / Armor / Shield (from above)
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1


Magic items:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about this character:

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