Dwarf General
A dwarven general's opening orders snap allies into readiness the instant battle begins, coordinating the unit before the first blow lands.
Dwarven generals embody pride in knowledge and tactical acumen, using their understanding of warfare and battlefield strategy to coordinate their subordinates into optimal locations. They also remain ready to enter combat at a moment's notice and bring a fight to an enemy themselves.
In play
Opening Orders (auditory, linguistic) Trigger The dwarf general rolls initiative and can see at least one enemy; Effect The general unleashes a command to ready for combat. Each ally within 120 feet that can hear the general can either Raise a Shield or Step as a free action when it rolls initiative.
Items Arbalest (10 bolts), Clan Dagger, Full Plate, Steel Shield (Hardness 5, HP 20, BT 10), +1 striking warhammer
Level 8
Perception +16 · Senses darkvision · Languages Common, Dwarven · Skills Athletics +19, Diplomacy +12, Intimidation +14, Medicine +15, Society +13, Survival +15, Warfare Lore +15
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +0 | +4 | +2 | +2 | +1 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 26 | +18 | +14 | +16 |
HP 150
Speed 20 feet
Actions
- Melee Warhammer [Single Action] +20 (Magical, Shove), Damage 2d8+11 bludgeoning
- Melee Clan dagger [Single Action] +19 (Agile, Parry, versatile B), Damage 1d4+11 piercing
- Melee Fist [Single Action] +19 (Agile, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning
- Ranged Arbalest [Single Action] +15 (range 110 ft, Backstabber, reload 1), Damage 1d10+6 piercing
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