Hamrog Fishbeard
Male Gold Dwarf Rogue 1 / Sorcerer 4
Chaotic Good
Representing Org
Strength 13 (+1)
Dexterity 11 (+0)
Constitution 15 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 18 (+4)
Size: Medium
Height: 4' 5"
Weight: 180 lb
Skin: Pale
Eyes: Red
Hair: White; Straight; Thick Beard / Hirsute
Total Hit Points: 27
Speed: 20 feet
Armor Class: 10
Touch AC: 10
Flat-footed: 10
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +3 = 1 [base] +2 [constitution]
Reflex save: +3 = 3 [base]
Will save: +5 = 4 [base] +1 [wisdom]
Attack (handheld): +3 = 2 [base] +1 [strength]
Attack (unarmed): +3 = 2 [base] +1 [strength]
Attack (missile): +2 = 2 [base]
Grapple check: +3 = 2 [base] +1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.
Languages: Common Dwarven Goblin
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Cat familiar
Feats:
Spell Focus (Evocation)
Empower Spell
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 1 =
+1
Balance Dex* 0 =
+0
Bluff Cha 4 =
+4
Climb Str* 3 =
+1
+2
Concentration Con 4 =
+2
+2
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 4 =
+4
Disguise Cha 4 =
+4
Escape Artist Dex* 0 =
+0
Forgery Int 1 =
+1
Gather Information Cha 4 =
+4
Heal Wis 1 =
+1
Hide Dex* 0 =
+0
Intimidate Cha 4 =
+4
Jump Str* -5 =
+1
-6 [speed 20]
Knowledge (arcana) Int 7 =
+1
+6
Listen Wis 3 =
+1
+2
Move Silently Dex* 8 =
+0
+5 +3 [cat]
Open Lock Dex 5 =
+0
+5
Perform_1 Cha 4 =
+4
Perform_2 Cha 4 =
+4
Perform_3 Cha 4 =
+4
Perform_4 Cha 4 =
+4
Perform_5 Cha 4 =
+4
Ride Dex 0 =
+0
Search Int 1 =
+1
Sense Motive Wis 1 =
+1
Spellcraft Int 9 =
+1
+6 +2 [Knowledge, arcane]
Spot Wis 3 =
+1
+2
Survival Wis 1 =
+1
Swim Str** 1 =
+1
Use Rope Dex 0 =
+0
* = check penalty for wearing armor
XP penalty for multiclass as: Rogue
If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Sorcerer spells: 6 per day
First-level Sorcerer spells: 7 (6+1) per day
Second-level Sorcerer spells: 4 (3+1) per day
Gold Dwarf:
* Can move 20 feet even if in heavy armor
* Stonecunning (+2 on searching stone, intuit depth)
* +1 racial bonus to hit aberrations
* +4 dodge bonus on AC against giants
* +4 stability bonus to avoid being tripped/bull rushed standing on solid ground
* +2 racial bonus on appraise checks if stone/metal
Rogue:
* Sneak Attack +1d6
* Trapfinding
* Evasion (level 2)
* Trap Sense (level 3)
* Uncanny Dodge (level 4)
* Improved Uncanny Dodge (level
* Special Abilities (choices begin at 10th level)
Sorcerer:
* Familiar / Alertness, etc.
* Can know only limited numbers of spells
* High charisma gains bonus spells daily
Class HP rolled
Level 1: Sorcerer 4
Level 2: Sorcerer 3
Level 3: Sorcerer 4
Level 4: Sorcerer 2 +1 to charisma
Level 5: Rogue 4
Hamrog Fishbeard's Equipment:
2 lb
2 lb
5 lb
5 lb
5 lb
1 lb
5 lb
2 lb
1 lb
_____
28 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Crowbar
Fishing net
Flint and steel
Pouch x2
Rations (1 day) x5
Spell component pouch
Thieves' tools
Total
Cat familiar: Str 3 Dex 15 Con 10 Int 7 Wis 12 Chr 7; Hit points: 13; Initiative +2 (dex); Speed 30 ft.; AC: 16 (+2 size, +2 dex, +2 level); 2 claws +4 melee, bite -1 melee; Claw 1d2-4, bite 1d3-4; Weapon Finesse (claw, bite); Fort +2, Ref +5, Will +5, Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4 Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells;
More about Hamrog Fishbeard:
Starting out as a apprentice navigator for a Navy Ship, he secretly was tutored by a passenger on the ship, a simple wizard. However, the ship soon came under assault by pirates, who outmatched the Navy ship. Eventually, Hamrog escaped using his cunning and magic, and began to wander the high seas, ever looking for the pirate captain who captured him and slayed his master.