SUPER SCYTHE SAM THE DWARF CR 1/2
Male Dwarf Fighter (Weapon Master) 1
LN Medium Humanoid (Dwarf)
Init +5;
Senses Darkvision (60 feet); Perception +3
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DEFENSE
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AC 16, touch 11, flat-footed 15. . (+5 armor, +1 Dex)
hp 13 (1d10+2)
Fort +4,
Ref +1,
Will +2
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Longsword +4 (1d8+3/19-20/x2) and
. . Scythe +4 (2d4+4/20/x4)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
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STATISTICS
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Str 17,
Dex 12,
Con 15,
Int 10,
Wis 14,
Cha 8
Base Atk +1;
CMB +4;
CMD 15
Feats Improved Initiative, Power Attack -1/+2
Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly -3, Perception +3, Ride -3, Stealth -3, Survival +6, Swim -1
Languages Common, Dwarven
SQ Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2
Combat Gear Bolts, Crossbow (30), Crossbow, Light, Longsword, Scale Mail, Scythe;
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TRACKED RESOURCES
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Bolts, Crossbow - 0/30
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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