Character Page - Dorak

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Dorak wears his hair and beard unshaven. He never appears to be relaxed. When he’s not in imminent threat of death, he’s generally cogitating on problems he foresees or trying to apply the information he’s acquired and make sense of it, studying the structure of a language or the flow of a battle.

Like most Bitori, he appreciates creating something fine and worthy of the reputation that his people have as master craftsmen. He considers himself a trap smith, and is often considering new ways to protect the halls under Marak-Dün and the works contained therein, but he does not long for home, having adapted to the wanderer’s life, rarely being too concerned about where he is going, confident that he’ll be in the head of the group, checking for dangers along the way.


The son of two Explorers, Dorak and his brother and sister grew up in Marak-Dün with three very different career paths. Where his sister was devoted to the Great Church, and his brother was devoted to the arts of the sword, Dorak learned from his grandfather how to be a guide to locations exotic and ancient. While there were usually traps to trigger for the visitors, the sites had been previously disarmed by his kin, and there was no real danger save for falling archways or tourists who gambled too heavily the night before and could not pay for the tour.

As it was time for Dorak’s brother to go forth and show his prowess on a larger stage, Dorak accompanied him to try his own luck using his skills in a real test against real dangers. As he was exposed to greater and greater danger, however, Dorak grew vigilant to the point he is considered paranoid, but the world has yet to prove him wrong when he says that there’s something after him.

Level 10
Rogue (10)
N Medium Dwarf (Bitori)
Init: +5; Senses: Normal Perception +16 (21 vs. Traps)
AC: 22, touch 17, flat-footed 16 (+5 armor, +5 Dex, +1 deflection, +1 dodge)
hp: 90 (10 HD; 10d8+30)
Fort: +7, Ref: +14, Will: +5
Defensive Abilities Trap-Sense +3, Hard to Fool (Advanced Rogue Talent)
Speed 20 ft.
Melee Traitor’s Blade +14/+9 (18-20/1d6+6) or MW Cold Iron Shortsword +13/+9 (19-20/1d6+5) or Alchemical Silver Dagger +13/+9 (19-20/1d4+4) or Sap +12/+7 (1d6+5)
Ranged MW Shortbow Composite +13 (1d6) or MW Hand Crossbow +13 (1d4)
Special Attacks Sneak Attack +5d6
STR 11, DEX 20, CON 16, INT 16, WIS 12, CHR 6
Base Atk +7/+2; CMB +7; CMD 24
Feats Agile Strike, Alertness, Dodge, Weapon Finesse, Weapon Focus (rapier), Combat Expertise, Improved Feint, Endurance
Skills Acrobatics +18, Appraise +9, Bluff +12, Climb +4, Craft (Traps) +18, Diplomacy +3, Disable Device +25, Disguise +4, Escape Artist +18, Intimidate +2, Knowledge (dungeoneering) +11, Knowledge (local) +11, Linguistics +18, Perception +16, Sense Motive +16, Sleight of Hand +18, Stealth +21, Swim +4, Use Magic Device +2
Languages Freespeak, Dwarftongue, Ancient Dwarven, Aenglish, Common, Undercommon, Old Empire, Gobtalk, Ionian, Kaidanese, Cymbrian, Juisse, Chuulian, Espagian, Draconic, Terran, Aklo, Ignan, Mung-Li, Drusk, Rus
SQ Befuddling Strike, Offensive Defense, Trap Sense +3, Trapfinding, Improved Uncanny Dodge, Evasion, Trap Spotter, Hard to Fool (Advanced)
Background Investigator
Traits Tunnel Fighter, Deft Dodger
Combat Gear +1 Mithil Chain Shirt, Traitor’s Blade, Cold Iron Short Sword, MW Cold Iron tipped hand crossbow bolts; Other Gear Cloak of Elvenkind, Cloak of Resistance +1, Ring of Sustenance, Ring of Protection +1, Boots (+3 to Stealth), Handy Haversack, Belt of Incredible Dexterity +2, Wayfinder [Standard], Potion: barkskin +2, Poison: Blue Whinnnis.
Traitor’s BladeDorak’s Rapier


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Character Page - Dorak

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