Dwarves and Fortresses
Merchant, Administrator, Artificer, Miser,
Class: Artificer 5
Strength 12 (+1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 17 (+3)
Wisdom 14 (+2)
Charisma 18 (+4)
Total Hit Points: 28
Speed: 20 feet
Wand – UMD check (+10) VS DC20 to activate. (damage 4d4+4)
Attack (Morningstar): +4 = 3 [base] +1 [strength] (damage 1d8+1)
Attack (unarmed): +4 = 3 [base] +1 [strength]
Attack (Crossbow): +5 = 3 [base] +2 [dexterity] (dammage 1d10)
Grapple check: +3 = 2 [base] +1 [strength]
Armor Class: 18 = 10 +7 [half-plate] +1 [buckler]
Touch AC: 10
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +2 = 1 [base] +1 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +6 = 4 [base] +2 [wisdom]
Height: 3’ 11”
Weight: 155 lb
Hair: Gray; Wavy; Thick Beard / Hirsute
Homuculus companion: Boxy
Wand of Magic Missile (7th Lvl caster) – 4 missiles x 1d4+1 (43 Charges remaining)
Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]
Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning]
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Half-plate armor [heavy; +7 AC; max dex +0; check penalty -7; 50 lb.]
Buckler [+1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]
- Crossbow bolts (quiver of 10) x2
- Flint and steel
- Grappling hook
- Lantern (bullseye)
- Rope (50’, silk) x2
- Magnifying glass
- Scale, merchant’s
- Jeweler’s tools.
- Thieves’ tools
1x Potion of Spider-Climb
Alchemy 1x vial of spider poison. 4x tanglefoot 10x alchemists fire 10x acid 2x antitoxin 5x smokestick
Dwarven; Human; Draconic; Goblin; Arachnid;
Armor Proficiency (heavy)
(Artificer bonus feats)
Craft Wondrous item
Craft Magical Arms and Armor
Appraise +9 (+2 if stone or metal)
Disable Device +9
Knowledge (arcana) +9
Use Magic Device +10
Infusions – List of infusions…
First-level Artificer Infusions: 4 (3+1) per day
Second-level Artificer infusions: 4 (3+1) per day
Third-Level Artificer Infusions: 2 (1+1) per day
+2 constitution / -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+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
Bullshit Encumbrance stats:
Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.
Metkin Emberglow established himself as a cunning merchant of goods and commodities early in life. He never possessed the physique to compete with the other fortress dwellers at mining or fighting and so turned to book-keeping pursuits as a way to remain useful enough to end up on the frontier.
He believes in efficiency and methodology. He takes comfort in orderly records and the precision of clockwork devices. Most importantly he believes that all the crude tasks of daily life could be polished and simplified by the practical application of magic. To this end he often asserts that every mining expedition ought to be enhanced by an artificer. He is less thrilled about being made a part of this actualized scenario.
Usually Metkin keeps his interests in artifice to himself and presents himself as a business man and a scholar of more practical topics such as engineering, architecture and excavation-sciences. But the secrets of magic, infusions and magical energies are his true passion. He looks forward to the opportunity to research and craft items at the forge of a new frontier fortress.
Adventuring is less his forte, but he would hate to see his comrades perish without the benefit of his indispensable augmentations. He hopes, perhaps, to partake of stolen treasures and spoils from other subteranean races that might teach him more. He may seem self serving, but he believes that surely his personal gain of knowledge, experience and vast wealth will some-day contribute to the betterment of all dwarf-kind.
Mostly he hopes not to meet a grisly end while plumbing the uncharted depths of Mithia. More than once it has occurred to him that joining this band of adventurers may have been a dire mistake. It would be most displeasing to him if it were a fatal one.