ANCESTRY: Dwarf
•Dwarven Weapon Familiarity – Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the battle axe, pick, and warhammer. You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons.
BACKGROUND: Martial Disciple
•Cat Fall – Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
RACE: Dwarf
•Darkvision
•Strong-Blooded Dwarf – Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
CLASS: Barbarian – Spirit Instinct
•Rage[Single Action; Traits: Barbarian, Concentrate, Emotion, Mental; Requirements: You aren’t fatigued or raging.] – You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
- You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
- You take a –1 penalty to AC.
- You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
•Spirit Instinct Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.
Anathema - Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.
Spirit Rage (Instinct Ability) - When you are raging, you can increase your damage from Rage from 2 to 3 and deal negative or positive damage, instead of the normal damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the divine and necromancy traits, plus negative or positive, as appropriate.
GEAR/POSSESSIONS:
• Dwarven War Axe, 2
• Clan Dagger, L
• Light Hammer (2), L
• Scale Mail, 2
• Buckler, L
• Bedroll, L
• Chalk
• Sheath (3)
• Belt Pouch
• Flint & Steel
• Waterskin, L
• Backpack
• Clothing, Explorer (2), L
• Satchel, L
• Rations (1wk), L
• Pup Tent, L
• Climbing Kit, 1
• Soap
• Bandolier
• Elixir of Life (2), L
• Antiplague (2), L
• Repair Kit, 1
School Items: 1 item <=lvl free, 1 item at 1/2 level min. 1lvl
• Minor Healing Potion
• Potency Crystal