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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
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10
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Shield
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Size
Natural
Deflect
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Flat-footed
Total
Dex
Misc
INIT
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Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
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REFLEX
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WILL
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MELEE
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RANGED
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Special Properties
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Weight
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Type
Weapon
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Damage
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Special Properties
Ammunition
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Type
Weapon
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Damage
Critical
Range
Special Properties
Ammunition
Weight
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Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
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Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
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Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
40 gp, 4 sp
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Expert Demolitionist +2d6 damage against Constructs and/or objects. Any Hardness or Damage Reduction still applies. +2 Competence bonus on Craft, Disable Device, and Knowledge (architecture & engineering) checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building (or to plan to do so).
Other Notes
[
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The mountain fastnesses of Vaasa make the dreary frozen moors and sparsely-populated plains look like a vacation spot. Nonetheless, the Swifthammer clan had been there for close to three thousand years, and they were damned if they were going to let the orcs have the place. The clan had once had much more ambitious holdings, and had had a stake in the creation and working of the Delhalls Mines. Their craftsmanship had been carried as far away as Waterdeep and Amn. In recent centuries, though, trade routes became more precarious, and birthrates had dwindled. A sense of resignation had crept into the dealings of Clan Swifthammer, and by the time of the Thunder Blessing, there were barely more than 300 dwarves working and defending the Clanhome. Leadership in the Swifthammer clan rotated among the appointed representatives of six family lines, every six and sixty years. To outsiders, the fact that families intermingled so completely, and yet family lines were clung to so vehemently, was one of the great and ongoing msyteries of dwarven life. To the doughty dwarves of the Swifthammers, though, a connection to the past was pretty much what got you through another day scraping at a mostly played-out mine face. Another rearguard defence against an orc raiding party. Another meal of mushroom gruel flavoured with a little caribou meat. There was some sense that things might change after the Year of the Thunders. Middle-aged couples, like Lorgar and Greta Zurbruck, were blessed with twins - Lager and Eberhart, long past the time that they thought such things would be possible. Formerly hopeless miners and craftsmen struck out southward, and made new connections with human merchants in Impiltur. A warband made a rare strike against the orc tribe inhabiting caves in Mount Erad, adjacent to the Swifthammer's Mount Dorn, and decimated the humanoids. It seemed like anything might be possible. At the premature passing of ancient Chief Thurgood, Lorgar stood ready to assume his turn as chief. A messenger was quickly dispatched south to Impiltur to draw Lorgar and Greta back from a trade mission, but hope turned to dismay when the messenger returned with news of finding their wagon broken and pillaged at the bottom of a cliff not twenty miles from Mount Dorn. Their remains were never found, and it was thought that orcs had taken the bodies as trophies. Dwarves mourn long, but act swiftly when they need to. Family Zurbruck appointed Lorgar's brother Rednock in his place, and Rednock assumed the clanhead. At the time, Lager and Eberhart were in their twenties, still learning the secrets of stone and life, and the bachelor Rednock took them in as family. Rednock was kind enough, and eager to teach the boys the ways of the dwarves. He was a traditionalist, and revelled in the old stories, the old ways. Each of the brothers grieved in their own ways. Eberhart dove into lessons of stone and blade, but only to understand how to crack them, break them, weaken them. Lager withdrew from the clan by seeking out a wider world - scrambling out across the mountainsides, diving into glacial streams, immersing himself in solitary hikes and scouting missions for days on end. The slightly more socialized Eberhart acted as protector and defender of the introverted Lager. Rednock worked hard to connect with both boys, but instinctively, they shrank away from him. Meanwhile, under Rednock, Clan Swifthammer withdrew back into their deepest caverns, and the brief (by dwarven standards) decade of expansion became a pleasant memory for most. For Eberhart and Lager, though, it became a legacy they had a responsibility to uphold. Each in their own way sought to learn more about the outside world. Eberhart learned of the tricks used by other races in negotiation. He studied books on underground monsters, read about elven secret doors, learned the tricks of the locksmith's trade, so as to be useful when the time came to go. Lager spent more and more time outside, dodging orc and human patrols, bringing back precious fresh meat to the clan, shyly retreating from the accolades that might otherwise have come to the shy and diligent youth. In one such hunting expedition, on his forty-first birthday, about two miles from the cliff face that had killed their parents, Lager made an important discovery: Greta's breastplate. Greta Zurbruck had been a reliable warrior and devotee of Moradin, and had proudly worn a breastplate with his anvil emblazoned on all four corners. This was found by Lager, rusted and wedged in among the stones of a mountain stream. It was pierced in three places, with a triangular hole, and dented badly in a couple others. Not sure what to make of this discovery, Lager brought it back quietly to Eberhart. The two were able to work out that the breastplate had been pierced by a three-sided weapon - a weapon like the heavy pick used by Rednock. Exactly like it. Their unspoken suspicions confirmed, Eberhart drags Lager with him towards a confrontation with Rednock. Finding him in the foodhall, with ten other dwarves staring on, shocked, Eberhart hurls the breastplate at the Chief's feet, demanding an explanation. Voices rise to ring through the clanhome, and soon half of the clan is on hand to hear the string of accusations and defences. Rednock of course claims that the holes could have been made by stones during a fall, by orc spears, by the teeth of giants, but Eberhard hears nothing, and Lager grows increasingly uncomfortable. Staring around at the other dwarves, the brothers realize that they will not be helped. After an ill-considered promise to quot;See these caverns crumble into the earth like the cesspit it is! quot;, Eberhart leads Lager back to their room, where they pack their scant belongings and leave the clanhome - perhaps forever. Initially, they spend some time searching the wilds for further clues of their parents' fate, without success. They draw the attention of a orc warparty, and barely escape with their lives after killing two orcs. Reluctantly, the brothers realize that they can't stay in the area, unprotected, and make their way south. Lager hunts, and tries to teach his brother something of the serenity to be found in the land. Eberhart broods. They make their way down towards Impiltur. Lager is impressed by the seacoast - an entirely new kind of vast expanse for his vocabulary. Eberhart dives into contact with humans and halflings, impressed by the short-lived folk's resourcefulness and quick wits. The brothers spend a year in and around the capital, Lyrabar. Eberhart spends some time learning from a human locksmith, and Lager takes on work as an animal trainer for a local noble. It is a good year, but Eberhart's efforts to quot;hone quot; his skills with a little night-time exploration draw the attention of established thieves in the neighbourhood. Faced with the prospect of joining yet another false family, this one with an explicit threat of violence for those who disobey, the brothers again take to the road. They head west, into the Earthspur Mountains. These are taller, younger and richer mountains than they were used to, and home to a much greater wealth of creatures. They are taken in - after a long and involved interrogation - by another clan of Shield Dwarves, the Silverdusk, and the brothers spend another couple happy years serving and learning from this younger and more vigorous clan. Lager is thrilled to learn that he is not the only dwarven woodsman in existence - that others find ways to make earth, stone, wood and air dance in harmony. Eberhart learns how to build - and destroy - fortifications, and how to hit things in such a way that they will not get back up. By now, though, Lager has a taste for exploration, and eventually Eberhart's abrasiveness began to threaten further conflagrations. The brothers agreed to depart again with the spring thaw, to the outward regret and the secret relief of the Silverdusk Clan. Again, they headed east, into the Vast. Crossing the sea in a sailing ship was a revelation. Eberhart discovered, much to his surprise, that he loved the unpredictable swell and fall of the ship. Lager, equally to his surprise, discovered that he got seasick very easily. Landing in Sembia, the brothers took on caravan work. It was amazing how quickly the northerner dwarves were pegged immediately as hard-bitten dwarven warriors by the Sembians, and they had no difficulty in getting work as guards. They spent a season apart: Eberhart dabbled both in the building trades in Selgaunt by day, and in second storey work by night; while Lager joined the military and patrolled the Archwood and learned the secrets of fighting [FAVOURED ENEMY]. When the brothers reunited with the falling of the snows, and spent an entire day and a night sitting by a tavern fire, sharing the stories of their summers, they realized that the thing that they had missed beyond all else that wonderful summer...was each other. They wintered together, finding what work they could in Selgaunt, and resolved that the following spring, they would only take work as a team. Hearing that there was always work for those with quick wits and some skill with weapons in Cormyr, they walked the Way of the Manticore from Selgaunt to Wheloon. There, they heard rumours of some crazy old elf up in Arabel, Ulryn Dra'con'occolos, who was looking to hire people of diverse skills to find some damn thing. They reasoned that, with Lager's ability to track things outside, and Eberhart's ability to find things inside, they'd be an axe through water (Dwarven expression meaning quot;sure thing quot;). They arrived in Arabel just two days ago, and have been asking about for this Ulryn.