Showing posts with label Dwarf. Show all posts
Showing posts with label Dwarf. Show all posts

Monday, May 18, 2026

Morgrun Balmek, Duergar Psiguard

 

Name: Morgrun Balmek
Ancestry: Duergar / Level: 5

Attributes 
Str: 17 / +2
Dex: 12 / +0
Con: 17 / +2
Int: 14 / +1
Wis: 14 / +1
Cha: 14 / +1

Saves 
Death: 6
Wands: 7
Petrify: 8
Breath: 10
Spells: 10

Info 
AC (Plate +1): 18
PB: +3
HP: 31

+1 Bastard Sword of Warning: Attk: +6 / D: 1d8+4 / R: Melee

Crossbow: Attk: +3 / D: 1d8 / R: Far

Dagger: Attk: +5 / D: 1d4+2 / R: Thrown (+2)

Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Mess Kit, Potion of Heroism, Potion of Polymorph Self, Potion of Gaseous Form, Rope of Climbing

Duergar Traits 
Infravision 90' / Sunlight Sensitivity / Listening (d6): 2-in-6 chance / Engineering (d6): 2-in-6 Chance / Skulldugery (d6): 2-in-6 Chance Trap Detection - Dungeon/Interior only / Stealth (d6): 3-in-6 Move Silently

Mental Powers (5/day): Enlargement, Invisibility, Shrinking, Heat

Notes 

  • Morgrun Balmek is a Duergar Psiguard, a proud member of the psionically powered branch of the Duergar forces based out of Deep Brymmyr (Formerly Menzoberranzan) that has come to prominence since the wounding of Loth and a combined force of Duergar and Svirfneblin humbled the Drow by sacking and conquering the city. The events formed the Iron Armistice between the surface dwelling Dwarves and Lord's Alliance and the Duergar and Svirfneblin who administer the liberated region.
  • Morgrun has been ordered to grab a pair of sun reflectors and head to the surface to represent the Duergar in pursuit of renegade Matron Mother who is attempting to steal artifacts in order to advance the objectives of a bitter Loth who has been weakened in her role of the Drow Pantheon. Working with him is a Vharaunian mercenary drow and a Harper Scout.
  • Favors a bastard sword over an axe or hammer. His blade 'Old Bell' is said to glow and chime in Morgrun's mind at a sign of an ambush, making it hard to get the drop of the warrior.

Thursday, May 7, 2026

Helena, Dwarf Merchant

 

Name: Helena
Role: Dwarf / Level: 10

Attributes 
Str: 13 / +1
Dex: 15 / +1
Con: 16 / +2
Int: 14 / +1
Wis: 14 / +1
Cha: 15 / +1

Saves 
Death: 2
Wands: 3
Paralysis:4
Breath: 4
Spells: 6

Info 
AC (Chain Shirt +1): 17
BtH: +6
HP: 69

Hatchet: Attk: +7 / D: 1d6+1 / R: Thrown (+8)

Battle Rolling Pin +1: +8 / D: 1d6+2 / R: Melee

Blunderbuss: Attk: +7/ D: 1d10 / R: Near

Brawl: Attk: +7 / D: 1d3+1 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Thieves' Tools, Navigation's Tool, Journal, Inkpen, Ink, Amulet of Comprehend Languages, Ring of Fire Resistance, Potion of Control Dragon, Potion of Invulnerability, Potion of Longevity

Dwarf Traits
Infravision 60 ft. / Engineering (d6): 2-in-6 / Detect Secret Doors (d6): 2-in-6 / Listen (d6): 2-in-6

Notes 

  • Helena, or Helena Blackbanner, is a Dwarf merchant from Ferryway who managed to negotiate her own marriage contract with Norman, 'Stormin' Norman, Blackbanner by a combination of quick wit and an aggressive affection that won the dwarven warrior over. Given that Norman was a lesser son within the Clan, it fell to the two of them to seek their own fortunes as traveling merchants with the Blackbanner & Sons Mercantile and Teamster Company.
  • Has worked the routes from Dengar to Rhoona on the Vestland Border to the southern routes through the Emirates and into the Grand Duchy of Karameikos. Either as the two of them riding a carriage, to being part of a trading caravan or adventuring party.
  • Weapon of choice: Her reinforced battle rolling party made of the toughest ashen wood. 

Friday, April 10, 2026

Tymir Greatstand, Dwarven Boxman

Tymir Greatstand

Dwarf Rogue, 5th Level

ANCESTRY: Dwarf
CLASS: Rogue
LEVEL: 5
SIZE: Small
MOVE: 20 ft.
AC: 14
BtH: +2
HP: 42
PRIME ATTRIBUTES: Dexterity, Intelligence

Attributes

Strength: 14 / +1 / Save: +6
Dexterity: 15 / +1 / Save: +12
Constitution: 18 / +3 / Save: +8
Intelligence: 14 / +1 / Save: +12
Wisdom: 14 / +1 / Save: +6
Charisma: 10 / +0 / Save: +5

Combat

War Pick +1: +4 to hit, 1d6+2 damage, Melee
Dagger: +3 to hit, 1d4+1 damage, Melee or Thrown
Light Crossbow: +3 to hit, 1d8 damage, Near

Back Attack

When Tymir successfully approaches an opponent from behind after using Hide or Move Silently, he gains +4 to hit and inflicts triple damage on a successful attack.

Sneak Attack

Against an opponent who is aware of Tymir but unsuspecting of an attack, he gains +2 to hit and +4 damage.

A ranged weapon may be used for a Sneak Attack if the target is within 30 feet.

Sneak Attack cannot be combined with Back Attack.

Rogue Abilities

Tymir possesses the normal abilities of a 5th-level Rogue:

Cant: communicate through coded criminal words, signs, and gestures.

Climb: climb difficult or unusual surfaces using the normal Rogue ability.

Decipher Script: interpret unfamiliar writing, codes, symbols, and languages.

Hide: conceal himself from observation.

Listen: detect and interpret sounds, typically within 30 feet.

Move Silently: move quietly indoors or outdoors.

Open Locks: open mechanical locks using thieves’ tools.

Pick Pocket: perform sleight-of-hand or remove small objects unnoticed.

Traps: locate, disable, and set mechanical traps.

Deepvision

Tymir can see in complete darkness to a distance of 120 feet.

Colors fade to shades of gray, and bright light spoils this vision. He requires approximately one minute to fully adjust after a light source is extinguished.

Determine Depth and Direction

While underground, Tymir can naturally determine his approximate depth and direction.

Enmity — Goblins and Orcs

Tymir gains a +1 bonus to hit goblins and orcs in combat.

Defensive Expertise — Giants and Ogres

Tymir gains a +4 bonus to Armor Class when fighting giants or ogres.

Resistant to Arcane Magic

Tymir gains a +3 bonus on saving throws against arcane spells and spell-like effects.

Resistant to Fear

Tymir gains a +2 bonus on saving throws against fear.

Resistant to Poison

Tymir gains a +2 bonus on saving throws against poison.

Stonecraft

Tymir possesses the dwarven instinct for stonework and underground construction.

When passing within 10 feet of unusual stonework, hidden construction, sliding walls, unsafe ceilings, concealed stone doors, stonework traps, or similar features, he receives a Wisdom check at +2 to notice them.

When actively searching, the bonus increases to +4.

A successful check can also reveal details such as approximate age, origin, craftsmanship, or value of stone and metal construction.

Appraising

Tymir gains a +4 bonus on Intelligence checks involving value, craftsmanship, gems, precious metals, antiquities, trade goods, and similar valuables.

Locksmithing

Tymir gains a +4 bonus on Dexterity or Intelligence checks involving locks, locking mechanisms, construction of locks, and mechanical security devices.

This supplements rather than replaces his Rogue Open Locks ability.

Observation

Tymir gains a +4 bonus on Wisdom checks involving suspicious details, concealed activity, irregularities, clues, or unusual features of his surroundings.

Sound Analysis

Tymir gains a +4 bonus on Wisdom checks made to identify or interpret sounds, echoes, movement, voices, machinery, or hidden mechanisms.

War Pick +1

Attack: +4
Damage: 1d6+2
Range: Melee

The listed totals include Tymir’s Strength modifier and the weapon’s +1 magical enhancement.

Dagger

Attack: +3
Damage: 1d4+1
Range: Melee or Thrown

Light Crossbow

Attack: +3
Damage: 1d8
Range: Near

Magic Items

Ring of Protection: Its protective bonus is already included in Tymir’s AC 14.

Figurine of Wondrous Power — Onyx Dog: Tymir carries an enchanted onyx figurine capable of assuming its magical canine form according to the item’s normal rules.

Potion of Climbing: Grants its normal magical climbing benefits when consumed.

Potion of Healing: Restores hit points according to the potion’s normal effect.

Equipment

Tymir carries leather armor, thieves’ tools, pack, canteen, rations, bedroll, lantern, oil, mess kit, marbles, ammunition, war pick, dagger, light crossbow, and personal adventuring gear.

Notes 

  • Tymir Greatstand is a Dwarven 'boxman' a Dwarf Thief specializing in the act of picking locks, particularly the locks found on safes and merchant's chest. Most of his points in terms of 'Thieving Skills' are spent that he can pick nearly any lock that he comes across.
  • By day, he works as a legitimate locksmith outside of the Village of Hommlet. When Nina Melubb, the daughter and new owner of Melnubb's Fine Jewelers and Exchange (The Money Changer), needed new locks for her chests to discourage rapscallions from trying to steal her gems, she entrusts the work to T. Greatstand.
  • Favorite magic item? His wondrous figure is that of the onyx dog that he names Hogan. His companion, tracker, and mascot for Tymir's 'Black Dog Smithery'. 

Tuesday, February 17, 2026

Rolfir and Matilde Deepstone

 


Rolfir Deepstone

Ancestry: Dark Iron Dwarf
Class: Conjurer
Level: 8

Attributes

Str: 14
Dex: 12
Con: 18
Int: 16
Wis: 14
Cha: 14

Info

HP: 24
Hit Die: d4
Attack Damage: d4
Unarmed/Improvised Damage: 1
Armor: None
Armor Points: 2
Spell Slots: 1st: 4 / 2nd: 3 / 3rd: 2 / 4th: 1
Memorized Spells: 8

Weapons

Staff: Damage: d4 / Range: Close

Dagger: Damage: d4 / Range: Close or Nearby when thrown

  • Normally used with Disadvantage.

Wand of Firebolts: Damage: d4+1 Fire / Range: Far-Away

  • Grants +1 to the relevant attack test.
  • May be used without class-weapon Disadvantage.

Ancestry Traits

Darkvision: Rolfir can see normally in ordinary darkness.

Dwarven Resilience: Rolfir rolls with Advantage on CON tests against poison and has Resistance to Poison damage.

Fire Lord's Favor: Rolfir has Resistance to Fire damage.

Stonecunning: Rolfir rolls with Advantage on INT tests concerning natural stone, masonry, mines, tunnels, and underground construction.

Burning Heart: Rolfir may freely create small harmless flames, light candles or torches, warm objects, or ignite ordinary combustible material. If used offensively, it deals his normal Conjurer attack damage.

Conjurer Features

Arcane Resistance: Rolfir rolls with Advantage on INT tests made to avoid damage or effects from spells and magical devices.

Fire Adept: Rolfir's magical fire ignores Resistance to Fire, though it does not overcome complete immunity.

Spellbook

1st Level

Burning Hands: All Close creatures in front of Rolfir take d6 Fire damage, with a successful DEX test reducing the damage by half.

Detect Magic: Everything Nearby that is magical glows for 5 minutes.

Protection from Evil: Rolfir gains Advantage on harmful tests from evil sources for 1 hour.

Dancing Lights: Creates several small floating lights Nearby for 1 hour.

2nd Level

Invisibility: A Nearby creature becomes invisible until it attacks or the effect is dispelled.

Burning Gaze: One Nearby target takes 2d6 Fire damage. If it fails a WIS test, it also suffers Disadvantage on its next action.

Pyrotechnics: Rolfir causes an existing Nearby flame to erupt in smoke, sparks, or blinding light. Nearby creatures must test DEX or WIS, depending on the effect, or suffer Disadvantage for d4 Moments.

3rd Level

Dispel Magic: Removes a Nearby Arcane spell.

Fireball: 1d6 Nearby creatures take 1d6 Fire damage per level.

Glyph of Warding: Rolfir inscribes a magical rune on an object or surface. When triggered, it releases a chosen harmful spell or deals 3d6 elemental damage to the triggering creature.

4th Level

Dimension Door: Teleports Rolfir or a Nearby target to a Distant location.

Magic Items

Wedding Ring of Protection & Contingency: Provides 2 Armor Points while worn.

Contingency (1/day): If Rolfir is reduced to 0 HP, the ring immediately teleports him to a predetermined safe location within Distant range or another previously established refuge.

Everburning Torch: Produces constant flame and illumination without consuming fuel.

Gear

Pack, Canteen, Rations, Bedroll, Everburning Torch, Mess Kit, Law Books, Journal, Inkpen, Ink, Scrollcase, Wedding Ring of Protection & Contingency, Staff, Dagger, Wand of Firebolts.

---


Matilde Deepstone

Ancestry: Dark Iron Dwarf
Class: Thief
Level: 8

Attributes

Str: 13
Dex: 16
Con: 15
Int: 16
Wis: 16
Cha: 12

Info

HP: 32
Hit Die: d6
Attack Damage: d6
Unarmed/Improvised Damage: d4
Armor: Leather
Armor Points: 4

Weapons

Daggers ×2: Damage: d6 / Range: Close or Nearby when thrown

Handcannon: Damage: d6+2 / Range: Nearby
Special: Loud
Ammunition Usage Die: d8

Ancestry Traits

Darkvision: Matilde can see normally in ordinary darkness.

Dwarven Resilience: Matilde rolls with Advantage on CON tests against poison and has Resistance to Poison damage.

Fire Lord's Favor: Matilde has Resistance to Fire damage.

Stonecunning: Matilde rolls with Advantage on INT tests involving natural stone, masonry, mines, tunnels, and underground construction.

Burning Heart: Matilde may freely produce small harmless flames, light torches or candles, warm objects, or ignite ordinary combustible material.

Thief Features

Trap Evasion: Matilde rolls with Advantage on DEX tests made to avoid damage or effects from traps and magical devices.

Backstab: When attacking from behind, Matilde rolls with Advantage and deals 2d6+8 damage.

If attacking unarmed or with an improvised weapon, she instead deals 2d4+8 damage.

Thief Training: Matilde rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages, or opening locks.

Evasion: When Matilde succeeds on a DEX test that would normally reduce incoming area damage by half, she instead takes no damage.

Camp Cook

Camp Cook: Once per day, when the party takes a proper rest and Matilde has suitable food and cooking supplies, she may prepare a hearty meal. Anyone who eats it regains an additional d4 HP when recovering HP from that rest.

Magic Items

Wedding Ring of Evasion & Contingency

Evasion (1/day): When Matilde fails a DEX test made to avoid damage, she may immediately treat the test as successful instead.

Contingency (1/day): If Matilde is reduced to 0 HP, the ring immediately teleports her to a predetermined safe location within Distant range or to another previously established refuge.

Gear

Pack, Canteen, Rations, Bedroll, Lantern, Oil, Cooking Set, Mess Kit, Journal, Inkpen, Ink, Thieves' Tools, Rope, Leather Armor, Daggers ×2, Handcannon, Wedding Ring of Evasion & Contingency.

Notes 

  • Rolfir and Matilde Deepstone are a married couple representing the alliance between two cadet clans of the Dark Iron Clan: Clan Deepstone and Clan Blackforge. The stronger of the two clans, Matilde took her husband's last name upon their marriage. They have a daughter named Tabitha Deepstone who has left home for King's College in Ironforge.
  • Since the Accord of the Three Hammers, Rolfir and Matilde have lived and worked from freeholds in Alterac to the islands of the Tol Baradin - Blackwatch chain of islands. Rolfir serving as ambassador and later barrister under Alliance and Steamwheedle law, while Matilde has been a combination of house wife and part-time Shadowblade on the side.
  • Despite their passion for one another, which has included sticking together through a pregnancy and multiple postings in Rolfir's career, the pair can be quite formal, with Rolfir and Matilde often referring to each other by their title as 'Wife' and 'Husband' while saving their names for their private time together.

Monday, November 24, 2025

Blackmoor - People of the North - Sebastian Ironheart

 


I decided to do an occasional post detailing several individuals living in The North also known as 'Blackmoor' after the prominent feature of Castle Blackmoor.

Name: Sebastian Ironheart
Ancestry: Dwarf / Class: Rogue / Level: 8

Attributes 
Str: 13 / +1
Dex: 13 / +1
Con: 16 / +2
Int: 16 / +2
Wis: 15 / +1
Cha: 14 / +1

Saves 
Death: 8
Wands: 9
Paralysis: 14
Breath: 14
Spells: 9
 
Info 
AC: 14 (Leather)
BtH: +4
HP: 50

Dagger: Attk: +5 / D: 1d4+1 / R: Thrown (+3)

Shortsword: Attk: +5 / D: 1d6+1 / R: Melee

Blackjack +1: Attk: +6 / D: - / R: Melee / Special: Subdual 1d6 rounds (Save vs. Paralysis Negates)

Crossbow: Attk: +5 / D: 1d8 / R: Far

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Scroll Case, Inkpen, Ink, Invisible Ink, Lens of Deciphering, Cape of the Mountebank

Traits 
Dwarf: Infravision. Engineering (2-in-6). Detect Traps (Interior Only - 2-in-6). Listen (2-in-6)
 
Backstab: +4 to-hit; x2 damage
 
Skills: Climb Walls: 87% / Find/Remove Traps: 55% / Hear Noise: 58% / Hide in Shadow: 45% / 
Move Silently: 60%  / Open Locks: 60% / Pick Pockets: 65% / Read Languages: 80%

Notes 
  • Sebastian Ironheart is one of the spies under the employ of Spymaster Odo out of Mount Uberstar and the Regency of the Mines. Officially, Sebastian poses as a merchant receiver in the city of Braunstein on the border between the Duchy of Ten and 'The Gloomy' the free city-states and environs that dot the hostile Gloomen Swamp and other waterways. His role is passing on information out of the Duchy and back to Uberstar.
  • As a Mastermind, Sebastian likes to utilize hirelings to do his dirty work for him. When he gets directly involved as a Rogue, he can advise allies with a ranged Help action as a bonus action. He carries a combination of shortsword, dagger, and crossbow. His main magical armament is his blackjack, which is capable of rendering victims unconscious for later interrogation.
  • The bottom of his square cut tumbler glass is a 'Lens of Deciphering' this magical item acts as a permanent comprehend languages, including deciphering coded messages from his handlers out of Starmorgan to pass onto the Regency.

Friday, November 21, 2025

Ibera Bruma, Dwarf Abjurer

 

Name: Ibera Bruma
Ancestry: Dwarf / Class: Wizard / Level: 7

Attributes 
Str: 15 / +2
Dex: 14 / +2
Con: 17 / +3
Int: 18 / +4
Wis: 15 / +2
Cha: 12 / +1

Info 
AC (Cloak of Protection +1): 13
Ini: +2
HP: 61

Heavy Crossbow +1: Attk: +3 / D: 1d8+1 / R: Far

Dagger: Attk: +2 / D: 1d4+2 / R: Thrown

Staff: Attk: +2 / D: 1d6+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Wand of Magic Missile, Potion of Heroism, Potion of Cure Wounds (x3), Thunderstones (x2), Smokesticks (x2), Tie Pin of Spell Storing

Traits 
Dwarf: Stout: +2 HP at 1st level; +1 HP bonus HP per level

Spellcasting 
Spell Check: +5 vs. 10 + Spell Level

1st - Slots: 4: Alarm, Detect Magic, Hold Portal, Magic Missile

2nd - Slots: 3: Acid Arrow, Knock, Web

3rd - Slots: 2: Fireball, Magic Circle, Protection from Energy

4th - Slots: 1: Dimension Door, Stoneskin

Notes 

  •  Ibera Bruma is a Hill Dwarf Abjurer, or Abjuration specialist, originally from Foehammer Hall before traveling along the southern reaches of the Dragonspine Mountains in search of the lost citadel of Khaz Malbec and in-between his archaeological research has taken a job as a party mage for a local adventuring company looking into the so-called Temple of Elemental Evil.
  • Favors a heavy crossbow, which is in-laid with jewels that he cut and has a +1 enhancement through the enchantments that the Bruma family have blessed the weapon with while Ibera journeys with the likes of Voone Jaskar and the rest of their party.
  • Professions and interests include lapidary. He carries a gemcutting kit and uses his Stonecunning to identify the use and value of gemstones. 

Monday, October 13, 2025

(Monster Hunter Week) - Strakird Firebrand - Dwarf Monster Slayer

 

Name: Strakird Firebrand
Ancestry: Dwarf / Class: Monster Slayer / Level: 4

Attributes 
Str: 16 / +2
Dex: 13 / +1
Con: 15 / +1
Int: 13 / +1
Wis: 14 / +1
Cha: 12 / +0

Saves 
Str: +12
Dex: +5
Con: +5
Int: +5
Wis: +11
Cha: +4

Info 
AC (Chain Mail +1): 17
Ini: +1
BtH: +3
HP: 37

Headsman's Axe (+1 - Hag/Witch Bane): Attk: +6 / D: 1d12+3 / R: Melee / Special: Bane: +9 / 1d12+6 vs. Hags and Witches

Pepperbox Pistol: Attk: +4 / D: 3d6 / R: Near

Hunting Knife: Attk: +4 / D: 1d5+2 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Holy Symbol, Ammo Pouch, Riding Boar, Holy Water (x3), Alchemist Fire (x3), Potion of Cure Serious Wounds

Traits 
Dwarf: Stonelore (Wis). Enmity (Goblins/Orcs): +1 to-hit. Resistances (Poison/Magic): +3; (Fear): +2. Defensive Expertise (Ogres/Giants): +4 AC

Combat Prey (Hags): +4 Damage vs. Hags. Favored Prey (Hags): +2 to-hit. AC. Saving Throws.

Notes 

  • Strakird Firebrand is a Dwarven Monster Slayer who actively hunts creatures stirring in the dark woods around the forested village of Colwyn in the shadow of the Karokin Mountains and west of Halfling shire of Fankerham. He is a zealot of culling the monstrous trolls and other man-hunting creatures lurking behind the boughs.
  • Often works with the Roadwarden service that rides in the human lands, or the halfling sheriff, Milo Goodneighbor, who coordinates the halfling militia in the halfling lands to deal with vile threats. In addition to trolls, Strakird also deals with hags and sinister witches. Even noble witches and druids are looked on with a level of suspicion by the grim fire haired dwarf.
  • Carries a magical headsman's axe that is enchanted with Witch Bane. This enchantment encompasses hags, crones, witches, and druids - the latter of whom are not always aligned with evil, but nevertheless their presence causes the weapon to glow and alert Strakird to their presence. He does abide by local law and only moves against those condemned by the magistrates or actively causing trouble.

Monday, October 6, 2025

Stiubhart Oxcross, Earthen Bee Rancher

 

Stiubhart Oxcross

Earthen Ranger

Might: 3D+2
Agility: 3D
Wit: 3D+1
Charm: 2D
Move: 13

Skills

Rifle: 5D+1
Animal Handling: 4D
Animal Handling: Beasts: 5D+2
Survival: 4D+2
Athletics: 4D+2
Search: 3D+1
Medicine: 3D+1
Dodge: 3D

Defenses

Block: 11
Dodge:
9
Parry: 11
Soak: 15
Earthen Fortitude: Soak 19 against one attack, 1/Rest

Weapons

Coldfire Carbine: Attack 5D+1, Damage 5D
Frostfire Lance: 3/Rest, Damage 6D Cold/Fire
Dagger: Attack 3D+2, Damage 4D+2
Axe: Attack 3D+2, Damage 5D

Armor

Light Chain: +4 Soak

Earthen Traits

Darkvision
Construct Nature
Earthen Resilience
Stonecunning
Earthen Fortitude

Ranger Traits

Favored Quarry: 2/Rest
Beastwise
Animal Companion: Marsail, Dire Bee

Gear

Pack, canteen, rations, bedroll, lantern, oil, mess kit, ammunition pouch, Royal Jelly, apiary tools, brewing kit, card set, and land-vehicle tools.

Notes 

  • Stiubhart (Pronounced: Stewart) Oxcross is an Earthen, or one of the proto-dwarves that have existed on Azeroth with flesh as hard as stone with pieces of amethyst jutting from his skin. Charged with maintaining facets across the planet, Stiubhart was assigned originally assigned to the 'Stonebound' caste, acting as a member of maintenance.
  • Like several Stonebound, Stiubhart has become a member of the 'Unbound' breaking from his caste in order to pursue a life as a bee rancher in the northeast corner of the Isle of Dorn. He is joined by his flying companion, Marsail. His companion and an intelligent bee.
  • Carries a Coldfire Carbine. This +1 weapon fires is able to fire a Frostfire Lance that Stiubhart uses while riding the range and protecting his apiary of Cinderbees from arachnid nerubians or bestial predators. 

Friday, September 26, 2025

Gisbert Highforge, Dwarven Fighter

 

Name: Gisbert Highforge
Ancestry: Dwarf / Level: 3

Attributes 
Str: 18 / +4
Dex: 11 / +0
Con: 17 / +3
Int: 13 / +1
Wis: 16 / +3
Cha: 10 / +0

Info 
AC (Breastplate +1 + Shield): 18
Ini: +0
HP: 31

War Pick: Attk: +5 / D: 1d8+5 / R: Melee

Dagger: Attk: +4 / D: 1d4+4 / R: Thrown (+0)

Shield Bash: Attk: +4 / D: 1d4+4 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Sack, Candles, Periapt of Wound Closure, Potion of Stone Giant Strength, Potion of Greater Healing

Traits 
Dwarf: Stonelore. Toughness: +2 HP at 1st level; +1 HP per level after 1st.

Weapon Mastery (War Pick): +1 to-hit; +1 Damage / Grit (Str) / Hauler

Armor Mastery (Plate)

Notes 

  • Gisbert Highforge is a Dwarven Fighter who, despite his unassuming gear, is actually a fairly talented miner and blacksmith, owing to his family's name 'Highforge.' He has amassed enough magical reagents and precious cold iron that he was able to forge a magical Breastplate. He also has found and uses a Periapt of Wound Closure, and has a few remaining potions of Stone Giant Strength on his person.
  • Works out of the Dwarven Enclave located in Daggerford. He has made his trade exploring ruins in the Lizard Marsh and the dungeons beneath Dragonspear Castle along with different set of adventuring groups looking for a shield dwarf who was tough, with the added bonus that he could also mend weapons and armor with access to a forge.
  • Favors a war pick, both complimenting Gisbert's extensive training using a pick in the mines, but also an impromptu tool in case some form of excavation is needed, or Gisbert is bored and wants to punch a few divots into the ground. 

Monday, September 22, 2025

Gedran Ironstar, Guild Dwarf Mechanic

 

Name: Gedran Ironstar
Ancestry: Guild Dwarf / Career: Miner

Career Skill: Miner (8) Stamina: 21 / Armor: Reinforced Utilities (1d3) Lucky: 10 Talent: Cast Iron Stomach

SkillLevelSkillLevel
Animal Handler4Appraise6
Astronav5Athletics8
Bargain5Blades6
Blunt4Brawling5
Command5Diplomacy4
Disguise4Dodge4
Endurance8History4
Intimidate5Language5
Lie4Medicine5
Navigation7Persuasion4
Pilot5Repair10
Ship Gunner4Small Arms6
Sleight-of-Hand4Spot6
Stealth4Streetwise5
Survival7Thrown5
Warp Focus4Zero G6

Slug Rifle: Attk: +6 / D: M2d6P / R: Far

Slug Pistol: Attk: +6 / D: S1d6+1 / R: Near

Vibroaxe: Attk: +6 / D: M2d6+1S / R: Melee

Gear: Repair Kit, Commlink, Datapad, Magnetic Boots

Notes 
  • Gedran Ironstar is a Guild Dwarf mechanic operating in and around Combine Space. This is a region controlled by the Merchant Combine which employs the Guild Dwarves to scour planets for ores used in ship construction and powering jump engines that allow ships to shift from mundane space within the Galactic Chours into warpspace. Gedran's main job is repairing mole machine engines and other mechanical issues.
  • Operates out of a subterranean base located near a massive underground lake. From there, mole machines are serviced and sent out to dig new tunnels. Gedran spends his time fishing and playing cards between services orders that require him to find downed mole machines within the tunnel.
  • Carries a semi-automatic scattergun with a slug pistol as backup. He preferred close quarters weapons, as one never knows what they find in the tunnels beneath several of these barely charted worlds within the Combine. 

Monday, July 7, 2025

Lochlann Battleboar, Dwarven Guntank

 

Name: Lochlann Battleborn
Race: Dwarf / Class: Fighter / Level: 5

Attributes 
Str: 14 
Dex: 15 
Con: 18 
Int: 12  
Wis: 14 
Cha: 12 

Info 
Ini: 15
Damage: 1d8 / 1d6
Armor Plate (Magic) & Shield: 20
HP: 32

Boomstick: Attk: 15 / D: 1d8 / R: Near

Dwarven Waraxe: Attk: 15 / D: 1d8 / R: Melee

Shield Bash: Attk: 15 / D: 1d8 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Smith's Tools, Ammo Pouch

Info 
Dwarf: Infravision. Resistance: Advantage on Save vs. Poison; Save vs. Arcane Magic.

Second Wind (1/Encounter): Heal 1d8 lost hit points.

Multiattack: May make a number of attacks equal to level.

Splinter Shield: Failing a Str or Dex save vs. an attack allows the Warrior to negate damage at the cost of their shield.

Notes 

  • Lochlann 'Lock' Battleboar is a Dwarven 'Guntank' this is a Dwarf that wears the heaviest armor and shield, but will generally start the fight with ordinance such as handcannons, boomsticks, and the 'Bad News' puntgun for as long as possible before drawing a waraxe and getting into the fray. For some weapons, such as the boomstick, a Dwarf will simply mix it in the fight, blocking attacks and firing scattershot into the enemy.
  •  Is a combination of guardsman and strike member for Citadel Ironpeak in the realm of Spelljammer. These massive asteroids are taken over by Dwarves and powered by great magma chambers in the center which help maintained the atmosphere bubble that provides air and propulsion. The Battleboar's a clan of weaponsmiths that have a voice in the Citadel's ruling Clan Moot.
  • Lochlann iss preparing to be a member of a diplomatic mission to investigate planet Elothia-Alpha. The planet and its moon, Elothia-Omega, appears to the only major sphere of a backwater crystal sphere known as 'Phoenix.' Ironpeak Citadel hopes to establish communication and possible trade while in the sphere while at the same time using Dwarven 'Ice Breaker' ships to capture and bring ice bodies over to Ironpeak and melt down for fresh water.

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