Name: Gorik Long-pipe
Race: Dwarven
Level: 01
Exp:150
Height: 4' 3"
Weight: 250
Hair color: Silver
Skin color: white
Eye color: Silver
Class: Rouge
Size: Medium
Land Speed: 20
Alignment: Chaotic neutral
current gold: 787
Hp: (7)
Ac: (18)
Weapon: Crossbow, light 1d8 +1 19-20/×2
Ammo: Bolts x100
Armor: Full plate, AC bonus 8, maximum dexterity bonus 1, -6 on rolls for Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble
Other items: Artisans tools masterwork +2 on all craft checks.
magnifying glass +2 appraisal for any item that is small or highly detailed.
Thief tools masterwork +2 on Disable devise and Open lock checks.
merchant scale +2 appraisal on any item needing to be weighed
carriage with two light horses.
hourglass
Family signet ring
6 amazing locks
flint and steel
5 bags of caltrops
3 chests
2 hooded lanterns
50 pints oil
50 days worth of feed
shovel
sealing wax
sewing needle
50 days worth of rations
iron pot
3 masterwork manacles
Strength: 2 (-4)
Constitution:8 (+0)
dexterity:10 (+0)
charisma:18 (+4)
Intelligence:18 (+4)
Wisdom:9 (+0)
Racial Bonus: +2 Constitution, -2 Charisma
Language: Common, Dwarven, Draconic, Orc, Elven, and Undercommon.
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Proficient Weapons: dwarven waraxes, dwarven urgroshes, simple weapons, hand crossbow, rapier, sap, shortbow, and short sword
Class abilities: Sneak attack, trap finding.
Feats: (Diligent) +2 bonus on all Appraise checks and Decipher Script checks.
Appraise 10+4
Balance 0+0
Bluff 0+4
climb 0-4
craft(metal work) 4+4
decipher script 5+4
diplomacy 0+4
disable device 0+4
disguise 0+4
escape artist 0+0
Forgery: 10+4
Gather information: 0+4
Hide: 0+0
intimidate: 0+0
jump: 0-4
knowledge (local) 0+4
listen: 0+0
Move silently: 0+0
open lock: 4+2
perform(Trader) 0+4
Profession(Trader) 11+0
search: 0+4
sense motive: 0+0
sleight of hand: 0+0
spot: 4+0
swim: 0-4
tumble: 0+0
use magic device: 0+4
use rope: 0+0
Fortitude saving throw: 1 (+0) Strength
Agility saving throw: 1 (+2) Dexterity
Will saving throw: 1 (+0) Wisdom
+2 racial bonus on Craft checks that are related to stone or metal.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+4 dodge bonus to Armor Class against monsters of the giant type.
+1 racial bonus on attack rolls against orcs and goblinoids.
+2 racial bonus on saving throws against spells and spell-like effects.
+2 racial bonus on saving throws against poison.
+4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
+2 agility saves due to lvl.
+2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.