Paladin

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Goblin Squad Member. Organized Play Member. 56 posts (515 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 1 alias.


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Society play returns to the University of Guelph in Southern Ontario April 14th and 16th. This is the first time since Covid shut us all down. Don't worry if everything looks full we're adding new slots.

All games are Pathfinder 2nd edition.

We already have 18 sessions and growing.

Sign up is here: http://www.gryphcon.org/

Please reply below if you are interested in GMing or running something else (like Starfinder).

Thanks!


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I love this. It is very useful for when players are scanning a source for spells that does not contain any setting specific information (i.e. the PRD). They don't know that it's a dwarf only spell, or that it was created by a necromancer and is known only by a handful of people. They only know that it's listed as a spell.

Now the rarity can be listed and even without the realm specific information the player knows that it won't be easily available.


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My son wanted me to try and duplicate Reinhardt from Overwatch and I've come up with the following:

Dwarf Fighter (Seigebreaker/Foehammer)

This covers the rocket charge and "Hammer Down" abilities. Seigebreaker allows for damaging bullrushes (and overruns) and Foehammer allows for striking the ground and knocking people prone (by 13th level). I was thinking of getting an Animated Shield to cover his shield, and maybe the body guard feats.

His primary weapon would be a Dwarven Long Hammer.

Stats

S- 16
D- 12
C- 18
I- 10
W- 12
Ch- 6

I'm looking for feat advice (and any other suggestions) past 7th (to 15th).

Feats

1st Power Attack
2nd Taken
3rd Improved Bullrush
4th Disruptive
5th Improved Overrun
6th Greater Overrun
7th Greater Bullrush

At 7th, the character can initiate a bull rush, which does (STR+2+armor enhancement bonus) damage. The bull rush also provokes from all of my allies. At the end of the bull rush he can attempt an overrun that does (STR+2+armor enhancement bonus) damage. The overrun , and can knock the opponent prone, which would provoke an attack of opportunity.

And, if the target is still standing, he'd get a free trip attempt (Hammer to the Ground Foehammer ability).

By 11th, he could do all this after a successful attack (as a standard action), as well as attempt to disorient the target:

Disorienting Blow (Ex)

At 8th level, as an immediate action, a siegebreaker can distract a foe he just hit with an attack or combat maneuver, imposing a –2 penalty on the foe's attack rolls, caster level checks, or skill checks for 1 round. The foe can negate this penalty with a successful Fortitude save (DC = 10 + 1/2 the siegebreaker's fighter level + his Strength modifier). At 14th level, the penalty increases to –4.

This ability replaces the bonus feat gained at 8th level.

Thoughts?


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Chess Pwn wrote:
What's the point here? Crafting armor mundanely with the skill still takes like months or years for the good stuff.

It's a Kingmaker campaign, we routinely have breaks of 5 months (sometimes more). We've got the time.

Being able to hit a DC of 40 means the armorer could build a set of Bulette Full Plate in just over 5 months. Which we can then sell.

Check the Unchained Crafting rules here:

Also, no 3rd party rules. Just Pathfinder.


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I'm trying to create an NPC Armorer to see how high I could get his craft without magic. My goal is to get one who can make DC 40 taking 10.

We're using the alternate crafting rules from Pathfinder Unchained.

I made a dwarf (15 point build), I didn't want to twink him too much so didn't go super crazy on his Int (I have to be reasonable for the GM to allow it):

dwarf lvl 8

S - 12
D - 10
C - 14
I - 14+2=16 (stat boost from levels)
W - 14
Ch - 12

Craft Armor - 8 (base)+3 (int)+3 (class skill)+3 (Skill Focus)+2 (Master Craftsman)+2 (Craftsman Racial ability)+2 (Masterwork tools)=23+6 (2 skilled aid another's using a Masterwork forge)=29

Feats:
Skill Focus
Master Craftsman

Alternate Racial ability:
Craftsman

Any thoughts on how to get one more (non-magical) +1?

If I can't find any other way to get a +1 I'll spend the points getting him the 18 int.

Note: No traits allowed because this is an NPC.


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According to Rob McCreary (the writer of the feat) Elephant Stomp does knock the opponent down:

"You make an overrun attack as normal. The feat does nothing unless your combat maneuver check exceeds your opponent's CMD by 5 or more. At that point, the opponent is knocked prone as normal, but you stop (rather than moving through the opponent's space) and can make an immediate unarmed or natural weapon attack against the prone opponent.

Without the feat, the opponent is knocked prone, you move through his space, and you don't get an immediate attack. Likewise, simply moving up and attacking the opponent doesn't knock them prone."

link

The feat implies that the target is knocked over through the use of the "and" as in "moving through your opponent's space AND knocking her prone". As written the feat doesn't specifically say you don't knock prone, you just don't move through and knock prone. You still exceeded by 5 so you still knock prone, except now you stop and knock prone, then take a free attack.

So the feat should read something like "When you overrun an opponent and your maneuver check exceeds your opponent's CMD by 5 or more, instead of moving through your opponent's space, you may stop in the space directly in front of the opponent (or the nearest adjacent space), [b]knock them prone[b], and make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action."

Actually, Elephant Stomp, combined with Vicious Stomp means two attacks for one one overrun.

I'll look at the charging part later.


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Sin of Asmodeus wrote:

So, I recently was running a game, in which I had a succubus to play around with, and one of the characters ran up and grappled her.

On her turn I stated. Okay, we are grappled. We both have the grappled condition, with you being the grappler, so I um. Level drain you.

As it states, a succubus must be in a grapple to perform her Kiss / drain. Am I in the wrong for level draining the grappler who had me held up?

To actually answer the question (craziness I know) Pathfinder actually differentiates between grappler and grapply. So if the player started the grapple they could say they're making certain the Succubus' lips aren't coming anywhere near them as part of the grapple (they are in control).

The succubus could then attempt to reverse the grapple (become the grappler) and initiate the um... "act of passion" necessary to drain levels, as described in the Bestiary.


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It makes no sense to me that people would charge the purity value of the stone when they know what they could be used for. Also, few governments would allow these stones to be available on the open market, maybe Magnimar or Andoran, but any government that attempts to establish any form of control over its citizens would horde the gems. Especially any government that uses the death penalty ("that's the third time this month we've executed that guy!").

Because of this, I think it'd be interesting to add the following to a campaign:

1) Ditch the gold piece value. Once a diamond reaches 1000gp (or higher) it becomes a "Resurrection stone" (or "Raise stone" and "Resurrection stone" for the two spells, though I'm sure people could come up with better names). As for worth, what would you pay to bring your loved one back? However, see point 2.

2) The ruling government controls all stones of capable of restoring the dead. All mines are state controlled, it is illegal to possess such stones without a permit, and all Resurrections stones are to be immediately turned over when found.

The government rations the stones out to the nobility/churches, using control over the stones to maintain control over the country.

Players have to either suck up to the government, find the stones, steal them, or buy them from the black market (dangerous and VERY expensive).

How much cooler is it to find four Resurrection stones in a treasure trove than four 1000 gp diamonds?


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Just checking to see if any there are any new playtest openings?

He said VERY hopefully...


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I'm ok with the Paladin's smite evil overcoming a creatures inherent DR (though their ability to give it to everyone in the party is pretty nasty), it's when it overcomes something like Stoneskin or Adamantine armor that I have an issue. I mean, stoneskin suddenly doesn't work because a creature is evil? Adamantine armor is no longer adamantine because it's wearer is evil?

In fact the next time I run a campaign I'm probably going to limit it to the creatures inherent DR. It's still very powerful, and there aren't that many sources of outside DR.


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Wolfsnap wrote:

I'm trying to build a formidable 9th-level monk - basically trying to recreate someone like Tai Lung from Kung Fu Panda to use as a potential antagonist. I decided to try using the Maneuver Master archetype, but I ran into problems almost immediately:

The Maneuver Master seems like he would not be good acting on his own, but needs to be a support fighter. He makes for an insanely good grappler if you take the right feats (improved & Greater Grapple, Body Shield) and he can trip & disarm opponents like nobody's business. In fact, with Flurry of Maneuvers, he can disarm, then trip, then grapple you all in one full-round action.

The thing is, if I'm reading the "Flurry of maneuvers" description right, he can't combine maneuvers and strikes - he's either maneuvering you or damaging you, but he can't do both in the same round, unless I'm missing something. This presents a problem, since it seems to me that unless he can somehow use terrain to his advantage (throwing or repositioning you off a cliff or into a set of spikes or something) then he'll have a hard time actually hurting anyone, especially if he's threatened by multiple opponents. He'll be able to hold them off for a damn long time, but taking them down will have to be done mostly with Attacks of Opportunity.

So - am I missing something, or is he more a support archetype than someone who could be a big bad guy in his own right?

Next, I think I'll see what I can do with a Master of Many Styles.

Here's something I put together with an 11th level Monk, though you might be able to do it with a 9th, depends on the pre-req's for Vicious Stomp:

While working out a Manuever Master monk I realized I could do three manuevers and three AoO's to two opponents on one attack action.
A
X
B
-------------------
So Player X trips Opponent A (Improved Trip)
Which provokes an AoO (Greater Trip)
Player X slams Opponent A into Opponent B with a Bull Rush (Improved Ki Thow)
Opponent B is knocked prone adjacent to Player X (thanks to the wall behind him) provoking another AoO (Combat Reflexes and Vicious Stomp)
Opponent A lands prone in Opponent B's old square provoking another AoO (Combat Reflexes and Vicious Stomp)
Player X then locks in a swift action grapple on Opponent A (Binding Throw)

That's all on the first manuever. He could maintain the grapple for the next Manuever or two to do damage, or he could pin and do damage, or grapple for damage and then disarm one or both opponents.

The best thing is, if they stand up they provoke, and you can rinse and repeat on your next round.

Or picture readying to perform a flurry of manuever's as someone approaches you.

Trip, AoO, Ki throw and land, AoO, Grapple, all on the first manuever. Then you use the rest of your manuevers to disarm and pin him.

Tripped, grapples, disarmed, and pinned all in the same round.

I'd tap out...


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Who do I have to bribe, and what do I have to bribe them with to get my subscriptions sent out in the first batches.

I always (well, the last two releases anyway) seem to have my subscriptions sent out last.

I evidently do not have the patience to wait that long for my PDF.

So instead of correcting the flaw in my character, I've decided to remove it's source.

Names and dollar value's would be appreciated.


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I posted this before the Aldori Swordlord Archtype (which I'm not fond of) was released. It is a very versitile build (except at range, but he is a SWORDlord after all) that can switch from offense (power attack) to defense (Expertise), or both.

Straight fighter (no archtype) Takes the Sword Scion trait and the Heirloom weapon trait to start with:

- +1 to hit (trait bonus, you get it twice and it doesn't stack)
- A free masterwork weapon (Heirloom gives a masterwork for non-masterwork price, Sword Scion gives free regular price dueling sword)
- Free exotic-weapon proficiency (though if he loses the weapon, he's going to need to take exotic weapon proficiency pretty darn quick)

Stats of:

Str: 14
Dex: 18
Con: 12
Int: 13
Everything else at 10.

Use feats to increase damage and AC. You need a high + to hit because a lot of what you do reduces it.

1st level: Weapon Focus, Weapon Finesse, and Power attack
(+8 to hit with Heirloom dueling sword, -1 from power attack, damage of 1d8+6, ac of 18 with chain shirt)
2nd level: Dodge (Ac 19 w/ chain shirt)
3rd: Quick Draw (or later)
4th: Weapon Spec (damage 1d8+11)
5th: Combat Expertise (Ac 21 w/ chain shirt)
6th:
7th:
8th: Weapon Focus, Greater
9th: Improved Crit (could reverse order with Weapon Focus, Greater)
10th:
11th:
12th: Aldori Dueling Mastery +2(1)shield bonus, so +11 to ac from feats and starting dex)
13th: Weapon Spec Greater (damage 1d8+22 from feats and starting strength)

Feats to consider - Mobility, Spring attack, Lunge, Various Vital Strikes, Cleave, Step up, Toughness, Disarm, Various critical feats, Improved Inititive.

So at 13th level you can take a -10 to hit to increase damage by 12, and ac by 4 (with an extra +2 without cost). Your base to hit with starting masterwork weapon and starting stats at that level is 24.

Attack breakdown at 13th: +13 bab, +4 dex, +1 weapon focus, +1 greater weapon focus, +1 trait bonus, +1 masterwork, +3 Weapon Training

Damage breakdown at 13th: +2 weapon spec, +2 greater weapon spec, +3 two handed strength, +12 two handed power attack, +3 Weapon Training.


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Does the save allowed against Calm Emotions also counter the spell and ability suppression that is part of the spell:

Calm Emotions

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Emphasis mine. For example Does the bolded section work like an anti-magic sphere vs magic? As long as it's up those abilities are surpressed in the radius? If so, it makes the spell much more useful.

For example, a barbarian who makes his save can still attack but is his rage ability still surpressed? If he was raging before the spell is he exhausted during the surpression or is he ok as long as he keeps expending rage rounds?

I always assumed that once you made the save you were unaffected by anything, but rereading the second paragraph makes me wonder if the secondary ability just happens whether or not the save is made.

Thoughts?


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Here's a PrC I'm woking on for Golarian. It's an early draft, let me know what you think.

Initiate of the Black Hand

The Initiates of the Black Hand belong to an order of monks that seek to create the perfect fusion of man and firearm. The Order of the Black Hand was named after the black stains commonly possessed by those who craft gunpowder. Founded in the technological city state of Alkenstar the Order regards firearms as more than just a weapon, but a way of life. Believing that experience is the best teacher Initiates are encouraged to travel the world to seek new challenges.

Aware of the scorn placed upon their choice of weaponry, Initiates engage in an ongoing crusade to prove the truth that they adhere to; to show the rest of the world through their deeds that the firearm is the pinnacle of weaponry. Most initiates are intensely loyal to Alkenstar, and watch for any illegal or improper usage of firearms as part of their crusade.

To join the order prospective members need to locate an Initiate willing to train them and to swear an oath never to use their skills against Alkenstar. Violating that oath will bring down the wrath of the order; all members are instructed to hinder or harm oath-breakers in any way possible. Otherwise, Initiates rarely fight each other. If left with no choice, combat is rarely to the death.

Alignment: An Initiate of the Black Hand must be lawful.
Hit Die: d8
Requirements
To qualify to become an Initiate of the Black Hand characters must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Craft: Firearms 2 ranks, Acrobatics 5 ranks.
Feats: Gunslinger, Exotic Weapon Proficiency: Firearms, Weapon Focus: Firearms.
Special: Must possess the Flurry of Blows ability.

Class Skills
The Initiate’s of the Black Hand class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.

Initiate of the Black Hand

1st - BAB +0, Fort +2, Ref +2, Will +2 - Precision Shooting, Monk Abilities
2nd - BAB +1, Fort +3, Ref +3, Will +3 - One with the Gun, Expert Handling
3rd - BAB +2, Fort +3, Ref +3, Will +3 - Speed Loader, Spatial Awareness
4th - BAB +3, Fort +4, Ref +4, Will +4 - Both Barrels
5th - BAB +3, Fort +4, Ref +4, Will +4 - Firearms Master

Class Features
All of the following are class features of the Initiate of the Black Hand prestige class.

Weapon and Armor Proficiency: Initiate’s of the Black Hand gain no proficiency with any weapon or armor.

Precision Shooting (Ex): An Initiate of the Black Hand’s aim with firearms becomes almost supernaturally precise. This has two effects; first she gains the equivalent of the Precise Shot feat except that it only applies to firearms. Second she gains the ability to strike precisely with firearms, adding her Initiate of the Black Hand level to her damage roll against foes within 30 feet. An Initiate of the Black Hand precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Monk Abilities: The Initiate of the Black Hand levels stack with Monk levels to determine AC, Flurry of Blow bonus, and Ki Pool levels and abilities. Firearms become a special weapon that can be used with Flurry of Blows and the Ki Strike ability.

One with the Gun (Ex): At 2nd level, an Initiate of the Black Hand adds 1d6 to her unarmed damage when attacking while holding a firearm. If unable to wield a firearm the damage is not applied. Any defensive effects that apply to melee weapons apply to the Initiate and the firearm separately (a Black Puddings acid ability damages the character and the firearm equally).

Expert Handling (Ex): At 2rd level, an Initiate of the Black Hand reduces her chance of a misfire by one (minimum 0). The chance is reduced by an additional 1 at 4th level.

Speed Loader (Ex): Starting at 3rd level, Initiates gain the equivalent of the Rapid Reload feat except that it applies to firearms rather than crossbows. Apply the feat to a second firearm at level 5.

Spatial Awareness (Ex): At 3nd level, Black Hand training teaches the Initiate the optimal stance to avoid potential ranged attacks. When the Initiate uses Flurry of Blows they gain 20% concealment for 1 round against ranged attacks. The concealment climbs to 50% at 5th level.

Both Barrels (Ex): At 4th level, an Initiate of the Black Hand is able to fire two weapons as a standard action. The Initiate of the Black Hand takes a –2 penalty on her attack roll. If the attack hits, both shots hit. Apply precision-based damage (such as sneak attack, or Precision Shooting) and critical hit damage only once for this attack. Damage bonuses from other sources, such as the Deadly Aim feat, or the Rangers hated foe ability, apply to each shot. Damage reduction and resistances apply separately to each shot. Exploding damage dice, if used, apply to both shots as well.

Firearms Master (Ex): By 5th level an Initiates can group multiple shots together so quickly and accurately that it feels like a single attack. When flurrying or using the Both Barrels ability all firearm damage is totaled before it is applied against DR. For example, if an Initiate strikes a creature with DR 10 for 8, 10 and 12 damage, the creature takes 20 damage (8+10+12-10) rather than the 2 it would normally take.


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Kirth Gersen wrote:
jwl wrote:
Imps are _tough_! Fast healing, DR, invisibility, etc. They can kill your average human without breaking a sweat. It's equivalent to having roving bands of werewolves roaming all over the city in the open with little to no opposition. I just find this situation to be very hard to believe.
I agree with your analysis; I'm planning on houseruling some sort of magic circle against evil effect over most of the city that keeps the imps out; a few alleys or unhallowed places will represent "gaps" in the coverage where the imps can sneak in and kill you. People will be terrified to take shortcuts through town, lest they enter a "gap" zone. And it would be illegal to cast an area dispel magic in the city, for obvious reasons.

If the imps actively went around killing people the authorities would have to make the effort to get rid of them. They're described as being pests not murderers. Pests can be lived with, killers have to be dealt with and Imps are smart enough to know that.

'sides I figure an imp would rather tempt than kill, maybe set up a few souls to improve their standing back home; and they'd rather cause trouble that can't be traced back to them. Maybe increasing a feud, or spreading lies.

They're also a way for characters to make a little money at lower levels (Who ya gonna call? Impbusters!).

Full Name

Girster StoneStriker

Race

Dwarf

Classes/Levels

Fighter 2

Gender

Male

Size

Medium

Age

Middle

Special Abilities

Racial

Alignment

LG

Deity

Torgan

Location

Falcon's Hallow

Languages

Common, Dwarf

Occupation

Miner

Strength 16
Dexterity 10
Constitution 19
Intelligence 10
Wisdom 11
Charisma 8

About Girther StoneStriker

About Girther StoneStriker

Girther is 4’ 4” tall and weighs 158 pounds, which makes him a quite a bit taller and somewhat heavier than the average male dwarf. He wears well cared for scalemail armor and carries a sturdy large wooden shield. Any observer can see he is armed with a dwarven waraxe, dwarven urgrosh, earthbreaker and javelin. His backpack and adventuring gear hang easily from his broad, strong body. He looks every bit the seasoned dwarf warrior of legend. His dark brown hair and beard have premature streaks of gray in them. His eyes are black as coal. Those, along with his crooked teeth and his permanent glower, make his otherwise ruggedly plain demeanor take on a more ominous aspect.

Male dwarf fighter 2
LG Medium humanoid
Init +0; Spot +1, Listen +0, Darkvision 60’
Language Common, Dwarf
=======================================================================
AC 16, touch 10, flat-footed 16 (+4 dodge bonus vs. giant types for AC 20/14/20)
hp 30
Fort +8 Ref +0 Will +0 (+2 vs. poison, +2 vs. spells and spell like effects)
=======================================================================
Spd 20 feet
Melee waraxe, dwarven +6 (1d10+3/x3) or earthbreaker +5 (2d6+4/x3) or dagger +5 (1d4+3/19-20) or urgrosh, dwarven +5 (1d8+3/1d6+3/x3)
Ranged dagger +2, (1d4+3/19-20) or javelin +2 (1d6+3/x2) or sling bullet +2 (1d4+3/x2)
Space 5 ft. Reach 5 ft.
Base Atk +2; Grp +5
Atk Option: Power Attack (Feat: -1 attack, +1 damage or +2 damage for two handed), +2 damage to large creatures (Feat; Big Game Hunter), +1 attack vs. orcs and goblins (Dwarf Racial Ability), Set vs. Charge (Urgrosh, Dwaven)
=======================================================================

Abilities: Str 16, Dex 10, Con 19, Int 10, Wis 11, Cha 8

Feats: Big Game Hunter (Bonus Regional), Power Attack (Character Level 1), Weapon Focus: Waraxe, Dwarven (Bonus Fighter Level 1), Stonecunning (Dwarf), Stability (Dwarf), Cleave (Bonus Fighter Level 2)

Skills: (8 pts) Craft (Stonemasonry) +4, Profession (Miner) +2, Spot +1


    SKILLS:.....................Skill Modifier (Ability Modifier/ Ranks/ Miscellaneous/Note Modifier/Notes)
    Appraise:.........................0=======(0/0/2/stone or metal items)
    Balance:.........................-6=======(0/0/-6/scale mail, heavy wooden shield)
    Bluff:...............................-1=======(-1/0/0/none)
    Climb:.............................-5=======(3/0/-6/scale mail, heavy wooden shield)
    Concentration:................5=======(5/0/0/none)
    Craft (Stonemasonry):....4=======(0/4/2/when using stone or metal)
    Decipher Script:...............x=======(1/0/0/no training)
    Diplomacy:.......................-1=======(-1/0/0/none)
    Disguise:.........................-1=======(-1/0/0/none)
    Escape Artist:.................-6=======(0/0-6/scale mail, heavy wooden shield)
    Forgery:...........................0=======(0/0/0/none)
    Gather Information:.........-1=======(-1/0/0/none)
    Heal:................................0=======(0/0/0/none)
    Hide:...............................-6=======(0/0/-6/scale mail, heavy wooden shield)
    Intimidate:.......................-1=======(-1/0/0/none)
    Jump:..............................-9=======(3/0/-12/scale mail, heavy wooden shield, speed 20')
    Knowledge (Arcana):.......x=======(0/0/0/untrained)
    Knowledge (History):.......x=======(0/0/0/ untrained)
    Knowledge (Religion):......x=======(0/0/0/ untrained)
    Knowledge (the Planes)...x=======(0/0/0/ untrained)
    Listen:..............................0=======(0/0/0/none)
    Move Silently:..................-6=======(0/0/-6/scale mail, heavy wooden shield)
    Profession (Miner):……….…2=======(0/2/0/none)
    Ride:.................................0=======(0/0/0/none)
    Search:.............................0=======(0/0/2/dwarf stonecunning for unusual stonework)
    Sense Motive:...................0 =======(0/0/0/none)
    Spellcraft:..........................x=======(0/0/0/untrained)
    Spot..................................1=======(0/1/0/none)
    Survival:............................0=======(0//0/0/none)
    Swim:...............................-7=======(3/0/-10/scale mail, heavy wooden shield)

Possessions:

    Scalemail (50 gp, 30 lbs) Shield, Heavy Wooden (7 gp, 10 lbs.) Waraxe, Dwarven (30 gp, 8 lbs.) Earthbreaker (40 gp, 14 lbs.) Urgrosh, Dwarven (50 gp, 12 lbs.) Dagger (2 gp, 1 lb.) Javelin (3) (1 gp, 2 lbs. each) Sling Bullet (10) (1 sp, 5 lbs.) Sling (nil, nil) Peasant Outfit (1 sp, 2 lbs.) Backpack (2 gp, 2 lbs) Bedroll (1 sp, 5 lbs.) Caltrop (2) (1 gp, 2 lbs. each) Crowbar (2 gp, 5 lbs) Waterskin (1 gp, 4 lbs.) Alchemist Fire (20 gp, 1 lb.) Oil, 1 pint flack (5) (1 sp, 1 lb. each) Holy Water (25 gp, 1 lb.) Pouch, belt (2) (1 gp, .5 lbs each) Rations, trail (5 days) (5 sp, 1 lb. each)

Encumbrance: 121 lbs.

Carrying Capacity: Light <76, Medium 77-153, Heavy 154-230, Lift Over Head 230, Lift off ground 460, Push 1,150. Run = x4.

Wealth: 0 pp, 0 gp, 4 sp, 0 cp.

Weapon and Armor Stats:


    Earthbreaker 2d6/x3/14 lbs./bludgeoning. Two handed.
    Waraxe, Dwarven 1d10/x3/8 lbs./slashing. One handed.
    Urgrosh, Dwarven 1d8/1d6/x3/12lbs./slashing or piercing. One or two handed.
    Dagger 1d4/19-10x2/1lb./piercing or slahing. One handed.
    Javelin 1d6/x2/30’/2 lb./piercing. Ranged.
    Bullet, Sling 1d4/x2/50’/.5lbs./bludgeoning. Ranged.
    Scalemail +4/+3/-4/25%/20’/15’/30lbs.
    Shield, Heavy Wooden +2/0/-2/15%/nil/ni/10lbs.

Girther is not your typical dwarven warrior. For most of his life he was the typical dwarven miner. He wasn't the best miner on his crew, nor was he the worst. The job appealed to Girther’s sense of community and gave him a sense of fulfillment. He enjoyed the camaraderie of his friends and was a respectable member of his community. Because middle age was a respectable time for a dwarf to marry he had even started to consider settling down and raising a family. He worked hard, played hard, and prayed hard. He did his part when it came time to train with the militia but never felt like a warrior. He always felt like a miner playing warrior. But he knew if called on he would fight bravely and well. All that changed a little less than a year ago. That’s when the bastards ate his little brother.
Girther’s not sure who the bastards are. All he knows is that his little brother, Wilsturm StoneStriker, left one day with a caravan and did not live to return. The StoneStriker family has a long and distinguished history of producing miners. And although Wilsturm was a good miner he never felt comfortable dedicating his young life to it. Girther used to tease him and tell him it was just his youthful immaturity that kept him from accepting the rewards of the mining life. Wilsturm was headstrong; he never gave in to the pressure to conform. Instead he started hanging out with the militia more and more. One day, out of the blue, he announced that he was accepting the position of caravan guard and would be leaving the next day. Girther watched him leave. Girther hoped that the outside world would over awe him and change his perspective on mining. Instead, only a few days after departure, word spread that the caravan had been attacked and destroyed. The goods were gone. The people were dead or missing. Evidence at the scene of the attack showed that the attackers had butchered and feasted on the dead. What might have happened to the missing was too horrible to think about. Girther learned that Wilsturm’s body had been spitted and cooked over a very large open pit. Most of him was missing.
That day Girther joined the militia. His normal demeanor was replaced by surliness and a grim sense of determination. He pledged to Torag that he would spend the rest of his life putting to death those creatures that would kill and eat the innocent men, women, and children of this world. He has trained hard (this is where he learned the age old dwarven fighting skills and also picked up the feat “Big Game Hunter”) and is now ready to begin his one-man crusade.

Dwarf:
+2 Constitution, –2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.

Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit).

Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not be effective against unusual opponents.

Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.