N (might really be LN but that might be hard in this campaign)
About Dwarfus Maximus
REACH now 10 feet
[dice=Dorn DergarNon-Rage PA]1d20+6+1-1[/dice] for [dice]1d10+3+3+1[/dice]
[dice=Dorn DergarRage/PA]1d20+8+1-1[/dice] for [dice]1d10+6+3+1[/dice]
1: +1 Rage
2: +1 Rage
1: Power Attack
3: Raging Vitality
2: Combat Trick: Combat Reflexes
4 Trap Spotter
Ruthless=+1 to confirm Crits
a belt pouch,
flint and steel,
trail rations (5 days),
Loot to sell:
The dwarfiest of the dwarves. Dwarfus lives his life drinking and collecting shiny things. Nothing better than collecting something worth money, then drinking. Unless you add in a good bashing. How he got to Riddleport? That’s not a particularly exciting story, some fighting, some fleeing, a bizarre ritual that made his rages particularly dangerous, and for some reason let him manifest flame (or frost depending on bloodline) around his weapons. Its all very dull and uninteresting. Now what is interesting is the big gambling tournament coming up. That is what he is talking about. Drink lots, win shiny things. That is what he needs.
Standard Racial Traits
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
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.
Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.