Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: 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.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.
Arms&Armor:
Four-mirror 45 gp {+6;+2} –5
Armored Kilt: 20gp +1 AC and turns medium armor into heavy armor.
Dwarven Bloulder Helmer 20gp +2 AC vs. Confirming crits
Bandolier-R Shoulder (0 lb)
Bandolier-L Shoulder (0 lb)
Backpack (4 lb.) holds:
50' Silk Rope (5lb)
Canteen (1 lb.)
5 Days of trail rations (5 lb.)
Hooded lantern (2 lb.)
1 Oil [1-pint flask] (1 lb.)
Hip flask--strong Rumboozle (1lb)
Flint and steel, whistle, chalk (0 lb.)
Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Heaing:
Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.
Spells
Spells Known
0 Level: Guidance, Light, Create Water
1st Level:
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Born to a poor farming community, Dieb learned that his life had little value. Pestered and abused daily by the larger children, Dieb yearned leave this life and go somewhere. Anywhere.
After spontaneously manifesting an Acid Orb and severely burning a neighbor child, he was sold to the local Mage College. Although he was worked hard as an indentured servant, over time he gained access to books and, after showing his aptitude, eventually secured patronage and a student's education.
Although he is now learned in the ways of the arcane, his stunted emotional life has left him with a mild sociopathic leaning. He finds it difficult to view other people as something other than pieces on the game board to be cherished, used, or sacrificed, depending on what his over-active mind deems the greater need, at the time. He understands that this is not how other people function, but, knowing little else, is at an end to seek the condition's cure. He travels now, selling his arcane trickery, trying to find a deeper truth to the puzzle that he's missing.