The Enigmatic Dwarf

Dwarf (Forge) / Quick / Sorcerer [Draconic] (2nd)


AC HP Initiative Arcane Spellcasting Spell DC Unarmed Attack
{15}* (26) +5 Trained: +7 [17] Trained: +6
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 10 (-)
Wisdom: 12 (+1)
Charisma: 16 (+3)
Fort Reflex Will Perception Resistance
Trained: +6 Trained: +5 Expert: +7 Trained: +5 Fire [1]**

*Not Including Blood Magic or Mage Armour
**Increases with "Dragon Claw"

Skill Proficiencies

Trained Expert Master Legendary
Arcana +4
Athletics +6
Crafting +4
Deception +7
Intimidation +7
Lore (Undead) +4
Type Humanoid
Type Dwarf
Ancestry Dwarf
Alignment CE
Speed (20)ft
Size [M]
Bulk (3)/12
Focus Points [1]
Hero Points (1)
Languages Common, Dwarf

Spell Casting

Spells per day Cantrips 1st level
(-) (4)
Spell Repertoire Cantrips 1st level
Detect Magic Burning Hands
Electric Arc Magic Missile
Light True Strike
Produce Flame

Special Abilities & Actions

Dragon Claws [>] Duration: [1 minute] Focus Cost: (1)
Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline (Fire). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type. (Fire)


Class Feats

Dangerous Sorcery - Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level. Sorcerer, 2nd

Skill Feats

Charming Liar - Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve. Skill, Background Bonus, Level 1st
Quick Coercion - You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation. Skill, 2nd Level

Ancestry Feats

Vengeful Hatred - [Elf] - You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait. Special: Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies. Dwarf, 1st

Ancestry Features

Dwarf Forge
Starting Hit Points: Dwarfs start play with (10) HP
Size: [Medium]
Base Speed: Dwarf base speed is (20)ft per round
Ability Boosts - [Constitution, Wisdom & Charisma]: Dwarfs gain boosts to [Constitution], [Wisdom] & one Free
Ability Flaw - [Charisma]: Dwarfs start with an ability penalty to Charisma
Darkvision: Dwarfs can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Languages - [Common & Dwarven]: Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Gnomish, Goblin, Jotun, Orcish, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
Forge Heritage
You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).

Background Features

Staying alive among the scheming, ravenous undead of Geb required a deep knowledge of their motivations, capabilities, and weaknesses. More often than not, it also required the ability to weave alibis and life-preserving half-truths capable of swaying a stilled heart.
Ability Boosts - [Charisma & Strength]: Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost.
Training: You're trained in the Deception skill and the Undead Lore skill
Background feat: You gain the Charming Liar skill feat.

Class Features

Sorcerer Draconic
Key Ability - {Charisma}:
Hit Points: 6 plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Bloodline - [Draconic]: Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented in this book are as follows.
Sorcerer Spellcasting: Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). Because you’re a sorcerer, you can usually replace material components with somatic components, so you don’t need to use a spell component pouch. Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3–17: Sorcerer Spells per Day on page 193. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear on page 447.
Heightening Spells: When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels (page 299). The signature spells class feature lets you heighten certain spells freely.
Cantrips: A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.
Spell Repertoire: The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline (page 194). You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3–17), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always your bloodline spell, but you can choose the other spells you gain. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new bloodline spell and two other 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell. Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.
Swapping Spells in your Repertoire: As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can’t swap out bloodline spells. You can also swap out spells by retraining during downtime (page 481).
Draconic Bloodline Gold
Dragon Type - [Gold][Arcane]: At 1st level, choose the type of dragon that influenced your bloodline. You can’t change your dragon type later. This affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).
Blood Magic: Draconic scales grow briefiy on you or one target, granting a +1 status bonus to AC for 1 round
Bloodline Spells: Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don’t need to do anything specific to Refocus, as the power of the blood flowing through your veins naturally replenishes your focus pool. Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.
Bloodline Spell: Initial: [Dragon Claws]
Granted Spells: Cantrip: [Shield], 1st: [True Strike]
Bloodline Skills: Arcana & Intimidation

Weapon Proficiencies

Trained Expert Master Legendary
Simple +6
Unarmed +6

Armour Proficiencies

Trained Expert Master Legendary
Unarmoured Defense +5


Explorer's Clothing
AC Bonus: (+0); Dex Cap: (+5); Check Penalty: (—); Speed Penalty: (—); Strength: (—); Bulk: (L); Group: (—); Traits: Comfort
Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.

Items, gear and equipment

Adventurers Kit An adventurer’s pack, which is included in each kit, contains a backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Coin Pouch
13gp, 5sp

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