Dwarf
* Deep Tradition: While some dwarves focus their early years on training against one specific foe of the dwarven kingdoms, others know that there are many enemies who would destroy dwarvenkind if given the opportunity. A dwarf with this racial trait gains a +1 bonus on melee attack rolls and a +1 bonus to AC against attacks of opportunity made by drow, duergar, creatures of the aberration type, or creatures of the giant or orc subtype.
* Slow and Steady: 20ft move speed, never lowered due to encumbrance or armor
* Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
* Hardy: +2 saves vs Spells, SLAs and poison
* Iron Citizen: +2 Diplomacy, +2 Sense Motive, diplomacy as class skill
* Weapon familiarity.
* 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.
* Craftsman
Traits
* Pugnacious (You gain a +1 trait bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round.)
* Glory of Old (+1 Trait bonus vs Spells and SLAs)
* Dwarven Weapon Trained (You gain a +1 trait bonus on damage rolls when using any weapon with the word “dwarven” in its name.)
Feats, Skills, Equipment:
Feats
* EitR: Power Attack, Deadly Aim
* Lvl 1: Weapon Focus
* Lvl 2: Furious Focus
* Lvl 3: VMC - Sage Ioun Wyrd Familiar
* Lvl 4: Weapon Specialization
* Lvl 5: Advanced Weapon Training (Defensive Weapon Training (Ex) The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.)
* Lvl 6: Dodge
* Lvl 7: VMC - Void Awareness (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess. / Reveal Weakness (Su) When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
* Lvl 8: Greater Weapon Focus
* Lvl 9: Iron Will
* Lvl 10: Advanced Weapon Training (Armed Bravery (Ex) The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.)
* Lvl 11: VMC - Cantrip Prestidigitation
* Lvl 12: Greater Weapon Specialization
* Lvl 13: Armor Focus
* Lvl 14: Penetrating Strike
* Lvl 15: VMC - Steward of the Great Beyond
* Lvl 16: Greater Penetrating Strike
* Lvl 17: Improved Critical
* Lvl 18:
* Lvl 19: VMC - Aura of Prescience (Su) At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
* Lvl 20: Advanced Weapon Training Focused Weapon
* Bravery (Ex)
- Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
* Shadow Weapon (Su)
- A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.
- At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
- At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)
- At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.
- At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.
- This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).
* Shadow Weapon Training (Ex)
- At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels.
- At 9th level, whenever a gloomblade creates one or more shadow weapons, he can apply any one of the following shadow effects (chosen upon creation) to one of them.
- During the gloomblade’s turn, he can increase his reach with that weapon by 5 feet.
The gloomblade can increase a thrown shadow weapon’s range increment (if any) by 20 feet.
- When he hits a foe with a melee attack with the weapon, he can use it to perform a reposition combat maneuver against the creature hit as a swift action. This does not provoke attacks of opportunity.
- Attacks made with the weapon ignore hardness equal to or less than the gloomblade’s fighter level.
- For every 4 levels he has beyond 9th, a gloomblade can apply an additional effect to his shadow weapons, to a maximum of three effects at 17th level; these effects can be split between multiple shadow weapons as a gloomblade desires, but they don’t stack with themselves.
- This alters weapon training.
Background:
Deep beneath Janderhoff, Bolkvar toiled away. A mason by trade, his skills were always of use in one form or another. The dwarf had thought that such would be his life forevermore. That was, until he was hired for a certain project. A vein of ore had been found and a mine was laid, far from the hold. The clan which owned the mine had put out a job to hire masons to seal it up, without explanation but with promise of good pay. Bolkvar was not the type of dwarf to ask questions. Perhaps it was to protect their claim against orcs? Or it was for security against a rival clan? Regardless, they paid him to work, not to ask questions.
The job was done, but for the life of him he could not remember it. He remembered going there, and coming back home, but not the job itself. At first he did not think of it, but as the days turned into the weeks the nightmares began. He would wake, not feeling rested and unable to remember his dreams. Just that they somehow involved the mines. And as the weeks turned into months, his mood began to sour. Inexplicably he began to feel a darkness inside of him, which at first he blamed merely on the lack of sleep. But such an explanation did not mollify his friends, family and co-workers, who bit by bit began to avoid him. Recognizing the trouble he was in, he tried to change but found that it was a losing battle. It was when the shadows in his dreams started taking form that he decided that enough was enough. He had been down in the mines and had misplaced his pick. Without thinking, one formed in his hands. Terrified he dropped it, and it vanished before it hit the ground. It was, without a doubt, unnatural. He needed help. Leaving hearth and home, he took what coin he had and ventured out, looking to find himself and to calm the shadows that haunted him.
Likes: Strong drink, good pay and solid craftsmanship. Anything that reminds him of home and what he has left behind.
Dislikes: Arcane magic. He doesn't trust it, at all. Divine magic comes from the gods. And the gods? You can talk to them, and they'll listen. But arcane magic? Who knew where that came from. And nearly every problem in the world could be traced back to a smartass wizard who thought too highly of himself.
Phobias: Voices in the dark from a source he cannot see. He does not know why, but it terrifies him.
Quirks: Bolkvar carries a journal with him, that he attempts to write in every morning. The journal is not of anything he has done during the day, but rather it carries whatever details of his dreams that he can catch. It is mostly empty.