Pavo
Pavo
Sheet
AC 0 · HP 23 · normalArmor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Hack and Slash
When When you attack an enemy in melee.
On a 10+, deal your damage and avoid the enemy’s attack. You may instead choose to deal +1d6 damage, but the enemy gets an attack against you. On a 7–9, deal your damage and the enemy makes an attack against you.
- Volley
When When you take aim and shoot at an enemy at range.
On a 10+, you have a clear shot and deal your damage. On a 7–9, choose one: move to get the shot and expose yourself to danger; take what you can get and deal -1d6 damage; or take several shots and use up 1 ammunition. On a 6-, mark experience and the GM makes a move.
- Defy Danger
When When you act despite an imminent threat or suffer a calamity.
On a 10+, you do what you set out to do and avoid the threat. On a 7–9, you stumble, hesitate, or flinch: the GM will offer a worse outcome, hard bargain, or ugly choice. On a 6-, mark experience and the GM makes a move.
- Defend
When When you stand in defense of a person, item, or location under attack.
On a 10+, hold 3. On a 7–9, hold 1. While you stand in defense of a person, item, or location, spend hold to redirect an attack to yourself, halve an attack’s effect or damage, open an attacker to an ally, or deal damage to an attacker. On a 6-, mark experience and the GM makes a move.
- Spout Lore
When When you consult your accumulated knowledge about something.
On a 10+, the GM answers truthfully and may ask how you know. On a 7–9, the GM answers truthfully, but only what is interesting. On a 6-, mark experience and the GM makes a move.
- Discern Realities
When When you closely study a person or situation.
On a 10+, ask the GM 3 questions from the move’s list. On a 7–9, ask 1. Take +1 forward when acting on the answers. The questions concern recent events, what is about to happen, what the character should look for, what is useful or valuable, and who is really in control. On a 6-, mark experience and the GM makes a move.
- Parley
When When you press or entice someone to do something, with leverage.
On a 10+, they do what you ask if you first promise what they ask of you. On a 7–9, they need concrete assurance of your promise before they act. On a 6-, mark experience and the GM makes a move.
- Bend Bars, Lift Gates
When When you use pure strength to destroy or move an obstacle.
When you attempt a feat of strength, describe how you do it and roll +STR. On a 10+, choose 3. On a 7–9, choose 2: you do it quickly; nothing of value is damaged; it does not make an inordinate amount of noise; you can fix the thing again without a lot of effort.
- Armored
When While wearing armor.
You ignore the clumsy tag on armor you wear. While wearing armor, you get +1 armor.
- Signature Weapon
When When you wield your chosen signature weapon.
This sword is your signature weapon. It has the close range tag and deals your class damage, d10. It is precise and has +1 damage. Its appearance is plain, with a dark leather grip and a small maker’s mark beneath the guard.
- Dwarven Hospitality
When When you share a drink with someone.
When you share a drink with someone, you may parley with them using CON instead of CHA.
- TraitDwarfStout, resilient, and at home among stone and metal.
- TraitDwarfDwarven custom sends young adults beyond clan lands to learn from the wider world.
Gear
7 itemsWeapons
- Signature swordA stout, well-kept sword chosen as his signature weapon. Load 1.
Armor
- ChainmailChain links maintained with smith’s care. 1 armor, 1 weight.
- ShieldA round shield with a reinforced rim. +1 armor, 2 weight.
Tools
- Smith’s traveling toolsA leather apron, small hammer, tongs, and whetstone for field repairs. Load 1.
Gear
- Adventuring gearA useful assortment of mundane supplies with 5 uses. Load 1.
- Dungeon rationsPreserved food with 5 uses. Load 1.
- LoadStarting load is STR 15. Listed carried load is 7, leaving 8 capacity.
Appearance
A compact, broad-shouldered dwarf with warm brown eyes, a neatly braided dark beard, and close-cropped hair. He wears practical chainmail beneath a soot-dark smith’s apron and carries a well-balanced sword. His voice is low and rounded, with a careful, almost musical cadence. When startled, he takes one sharp breath through his nose before answering. His broad jaw shifts as he chews, and his laugh ends in a quiet, breathy snort.
Mannerisms
He tests unfamiliar metal with a thumbnail and listens for its ring. When rattled, his breathing goes briefly still, then resumes in measured sniffs.
Personality
Patient and observant, Pavo would rather ask what a tool is meant to do than dismiss it as unfamiliar. He is generous with practical help, but takes pride in doing a job correctly and can be slow to admit when a different method works just as well.
Ideals
Glory. Earn respect through deeds worth remembering, and through work so well made that it outlasts its maker.
Bonds
I will learn what ____ knows of the roads and places where rare metals can be found. I owe ____ a sound weapon, made properly and without asking for payment. If ____ helps me understand a craft or custom beyond my clan, I will carry that lesson home and give its teacher credit.
Flaws
He can mistake careful preparation for the only respectable way to act, and his bluntness sometimes makes a useful conversation harder than it needs to be.
Quirks
Background
By the custom of his clan, Pavo left the mountain holdings once he was old enough to choose his own road. He had already learned the patient work of the forge: how to listen to a billet as it cools, how to draw a clean edge, and how a tool’s balance can matter more than its decoration. His elders told him that a smith who never leaves home only learns the needs of home.
“His elders told him that a smith who never leaves home only learns the needs of home.”
- Background
- Steady eyes, braided hair, strong hands, and a sturdy frame, dressed in practical clothes beneath chainmail.
Connections
Species
Dwarf
Media
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