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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
=
10
+
+
+
+
+
+
+
TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
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
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
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
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
+
=
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+
=
+
+
=
+
+
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+
=
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=
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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
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
[465 GP Bank Note] 3 GP 4 SP 0 CP
Languages
Description
Hailing from the Region of Madness, Baldur grew up well aware of the dangers magic could pose, though was determined to weed out the source of magic within the region. Harking on an adventure to locate this source, he encountered a demon of chaos, who overpowered the headstrong dwarf and decided to banish him to the plane of chaos as punishment. But the region of madness has strange ways, even to those that excell of commanding chaos, and the banishment instead flung him to coordinates in Kraakia instead of the coorosponding planar coordinates; thus the dwarf awoke to find the western continent of Kara-tur, and its great advances in new technology. Choosing to learn of brass and clockworks; Baldur apprenticed himself under an alchemist, and through his apprenticeship learned of flashpowder and its use in firearms. With his apprenticeship complete, Baldur now seeks to adventure again, this time using new technology he has trained in to show those trained in magic that their time is over.
Personality
Loves to hunt, be it an animal or a criminal. Gruff and unlikable at first, but he is clever and a valuable ally if given time to know. Values honor, but does not believe that the government should play monitor to those seeking adventure. His value of freedom holds conflict towards the adventurers guild, but he is smart enough to know sometimes a fight is best left delayed. Baldur holds a harsh distrust of magic, and will not allow a spell to be cast on him unless he trusts the person casting it, and is told exactly what the spell will do.
Character Traits
Hardy You are incredibly resistant to disease Benefit: +2 to saving throws against diseases Drawback: Must have a large breakfast or the trait is negated
Character Flaws
Fear of Magic You find magic incredibly frightening. Drawback: When a caster performs a spell in melee range, you must succeed a DC15 Will save or be shaken for the rest of the encounter. If already shaken, you must succeed on a DC20 Will save or attack the caster at your next opportunity. Benefit: One extra feat Roleplaying Ideas: As a sorcerer prepares a spell to cast you break out into a cold sweat.
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Other Notes
[
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• Waterwise: - +2 Racial bonus on Search or Survival checks to find water or water conduits - Automatic Search check if a Dwarf passes within 10’ of water-related construction or hazard - Can search for water-based traps as a Rogue - Able to go 2 days plus (Constitution score) hours before beginning to experience the ill effects of thirst. ------------------------------------------ • Heat Endurance. You gain a +2 bonus on saving throws against fire effects. You can exist comfortably in temperatures up to 120° F without having to make Fortitude saves (see Heat Dangers). Your protection against heat is level 1 (see Protection against Heat)