WEIGHT ALLOWANCE |
Light |
116 |
Medium |
233 |
Heavy |
350 |
MONEY |
Unspent Funds = 14.0 |
Dagger, Punching [Lead Blades]
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Temp Bonus
|
P
|
M
|
20/x3
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Bonus |
+5
|
+1
|
+5
|
-1
|
+1
|
-3
|
Dam |
1d6+4
|
1d6+2
|
1d6+4
|
1d6+4
|
1d6+4
|
1d6+2
|
Alchemist's Fire (Flask)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
F
|
M
|
20/x2
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+3
|
+1
|
-1
|
-3
|
-5
|
Dam |
1d8 |
1d8 |
1d8 |
1d8 |
1d8 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
|
Acid (Flask)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
A
|
M
|
20/x2
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+3
|
+1
|
-1
|
-3
|
-5
|
Dam |
1d8 |
1d8 |
1d8 |
1d8 |
1d8 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
|
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
LANGUAGES |
Dwarven, Undercommon
|
PROFICIENCIES |
Aldori Dueling Sword, Amentum, Atlatl, Axe (Boarding), Axe (Throwing), Bardiche, Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club, Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Dorn-Dergar (Dwarven), Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Flambard, Gaff, Garrote, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Hammer (Light), Hanbo, Handaxe, Helmet (Dwarven Boulder), Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Lance, Longaxe (Dwarven), Longbow, Longhammer (Dwarven), Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhoka, Rhomphaia, Rock, Rope Gauntlet, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Sling Glove, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Syringe spear, Tepoztopilli, Terbutje, Terbutje (Great), Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Urgrosh (Dwarven), War Razor, Waraxe (Dwarven Double), Waraxe (Dwarven), Warhammer, Wushu Dart
|
Archetypes |
Feral Hunter
A feral hunter has forged a bond with nature that's so strong that she doesn't merely channel the aspects of animals-she actually becomes an animal herself. Though she lacks an animal companion, a feral hunter is in tune with the beast lurking within her flesh and spirit, and lives in a near-wild state of being. A feral hunter often resembles a lycanthrope, but her power comes from her own nature and is not influenced by moonlight or silver. |
Shield Champion
Stalwart in battle, a shield champion has perfected an entire martial discipline relying on only her hand-to-hand fighting skills and her ever-present shield. What she forgoes in weapon versatility and improved combat maneuvering, she makes up for in her ability to turn her defense into a weapon. Stalwart in battle, a shield champion has perfected an entire martial discipline relying on only her hand-to-hand fighting skills and her ever-present shield. What she forgoes in weapon versatility and improved combat maneuvering, she makes up for in her ability to turn her defense into a weapon. |
Traits |
Deep Marker |
[Paizo Inc. - Dwarves of Golarion, p.10] |
You've dared uncharted tunnels in pursuit of the gladdringgar (the chiseling of name-runes in subterranean depths). You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.
|
Reactionary |
[Paizo Inc. - Advanced Player's Guide, p.328] |
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
|
SPECIAL ATTACKS |
Relentless
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.11] |
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. |
SPECIAL QUALITIES |
Brawler's Cunning
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.23] |
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. |
Defensive Training
(Ex)
|
[Paizo Inc. - Core Rulebook, p.21] |
Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. |
Greed
(Ex)
|
[Paizo Inc. - Core Rulebook, p.21] |
Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. |
Hatred
(Ex)
|
[Paizo Inc. - Core Rulebook, p.21] |
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. |
Humanoid Traits
(Ex)
|
[Paizo Inc. - Core Rulebook, p.308] |
Humanoids breathe, eat, and sleep. |
Magic Resistant
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.11] |
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells. |
Martial Flexibility
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.93] |
The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability. |
Martial Training
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.23] |
A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. |
Minesight
(Ex)
|
[Paizo Inc. - Advanced Race Guide, p.12] |
Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a - 2 penalty on saving throws against effects with the light descriptor. |
Nature Training
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.28] |
Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented]. |
Orisons
|
[Paizo Inc. - Advanced Class Guide, p.26] |
Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. |
Steady
(Ex)
|
[Paizo Inc. - Core Rulebook, p.21] |
Dwarves never have their speed reduced by armor or encumbrance. |
Stonecunning
(Ex)
|
[Paizo Inc. - Core Rulebook, p.21] |
Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking. |
Weapon and Armor Proficiency
|
[Paizo Inc. - Advanced Class Guide] |
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields). |
Weapon and Armor Proficiency
|
[Paizo Inc. - Advanced Class Guide] |
Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). |
Weapon and Armor Proficiency
|
[Paizo Inc. - Advanced Class Guide, p.86] |
A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This replaces the brawler's weapon and armor proficiencies. |
Weapon Familiarity
(Ex)
|
[Paizo Inc. - Core Rulebook, p.21] |
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. |
Wild Empathy
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.28] |
At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds -2 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. |
Xenophobic
(Ex)
|
[Paizo Inc. - Advanced Race Guide, p.12] |
Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear effects. |
FEATS |
Improved Unarmed Strike |
[Paizo Inc. - Core Rulebook, p.128] |
You are skilled while fighting unarmed. |
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. |
Weapon Focus (Shieldbash) |
[Paizo Inc. - Core Rulebook, p.136] |
You are especially good at using your chosen weapon. |
You gain a +1 bonus on all attack rolls you make using the selected weapon. |
|