Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*)
Dwarf: +2 Con, +2 Wis, -2 Cha, Senses: Darkvision 60 ft., ; +2 saves vs. poison, spells, spell-like abilities, Defensive Abilities: +4 dodge bonus to AC against monsters of the giant subtype,Speed: 20 ft.; Special Attacks: +1 attack vs humanoid orc and goblinoid subtypes Racial Modifiers: +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones, +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Languages: Common, Dwarven, Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon,
Special Qualities: Slow and Steady (dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance), defensive training (dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype), hardy (Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities), stability (dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground), greed (dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones), stonecunning (dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking), hatred (dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes), weapon familiarity (dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon)
BLANK TEMPLATE; CR: 1/3; XP: 135; Dwarf warrior 1 Align: CN; Medium humanoid (dwarf)
Init: ; Senses: Darkvision 60 ft.; Perception
DEFENSE: AC: 16; TAC: 10; FFAC: 16; HD: 1d10; HP: 5; Saves: For: +2, Ref: , Will: ;+2 saves vs. poison, spells, spell-like abilities, SR: ; DR: ; Defensive Abilities: +4 dodge bonus to AC against monsters of the giant subtype
OFFENSE: Speed: 20 ft.; Melee: battle axe +1 (1d8/x3); Ranged: heavy crossbow +1 (1d10/19-20); Space: ; Reach: ; Special Attacks: +1 attack vs humanoid orc and goblinoid subtypes; Spell-Like Abilities: ;
Statistics: Str: ; Dex: ; Con: ; Int: ; Wis: ; Cha: ; BAB: +1; CMB: +1; CMD: 11 (15 vs bull rush or trip while on the ground)
Feats (1): Power Attack
Skills: Warrior (2+Int/Level): Climb (Str)(c), Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c), Profession (Wis)(c), Ride (Dex)(c); Racial Modifiers: +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones, +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Special Abilities:
Languages:
Special Qualities: weapon familiarity (dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon)
Environment:
Organization:
Treasure: NPC Gear (chain shirt, battleaxe, heavy wooden shield, heavy crossbow, bolts (20)), 12gp
Healthy, dextrous, intelligent warrior sailor; CR: 1/3; XP: 135; Dwarf warrior 1 Align: CN; Medium humanoid (dwarf)
Init: ; Senses: Darkvision 60 ft.; Perception
DEFENSE: AC: 18; TAC: 12; FFAC: 16; HD: 1d10+2; HP: 7; Saves: For: +4, Ref: +2, Will: +2;+2 saves vs. poison, spells, spell-like abilities, SR: ; DR: ; Defensive Abilities: +4 dodge bonus to AC against monsters of the giant subtype
OFFENSE: Speed: 20 ft.; Melee: battle axe +2 (1d8+1/x3); Ranged: heavy crossbow +3 (1d10/19-20); Space: ; Reach: ; Special Attacks: +1 attack vs humanoid orc and goblinoid subtypes; Spell-Like Abilities: ;
Statistics: Str: 13; Dex: 15; Con: 15; Int: 17; Wis: 15; Cha: 8; BAB: +1; CMB: +2; CMD: 14 (18 vs bull rush or trip while on the ground)
Feats (1): Power Attack
Skills: Warrior (2+Int/Level): Climb (Str)(c) +5, Craft (armor) (Int)(c) +7, Craft (ships) (Int)(c) +7, Craft (weapons) (Int)(c) +7, Handle Animal (Cha)(c), Intimidate (Cha)(c), Profession (sailor) (Wis)(c) +6, Ride (Dex)(c); Racial Modifiers: +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones, +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Special Abilities:
Languages:
Special Qualities: weapon familiarity (dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon)
Environment:
Organization:
Treasure: NPC Gear (chain shirt, battleaxe, heavy wooden shield, heavy crossbow, bolts (20)), 12gp