CG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +6
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DEFENSE
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 12 (1d10+1)
Fort +3, Ref +2, Will +2
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Gauntlet (from Armor) +4 (1d3+3/20/x2) and
Greataxe +4 (1d12+4/20/x3) and
Unarmed Strike +4 (1d3+3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
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STATISTICS
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Str 17, Dex 10, Con 12, Int 18, Wis 14, Cha 11
Base Atk +1; CMB +4; CMD 14
Feats Power Attack -1/+2
Traits Deep Marker, Tunnel Fighter
Skills Climb +7, Intimidate +4, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Nature) +8, Perception +6, Spellcraft +8, Stealth +4, Survival +7, Swim +7
Languages Common, Dwarven, Giant, Gnome, Goblin, Undercommon
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Greed, Hardy +2, Hatred, Slow and Steady, Stability, Stonecunning +2, Track +1, Wild Empathy +1 (Ex)
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Greataxe, Scale Mail; Other Gear Backpack (empty), Bedroll, Candle, Flask, Flint and steel, Grappling bolt, Helmet Candle, Rations, trail (per day) (5), Rope, silk (50 ft.), Spade or shovel, Sunrod, Torch (2)
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TRACKED RESOURCES
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Bolts, Crossbow - 0/10
Rations, trail (per day) - 0/5
Sunrod - 0/1
Torch - 0/2
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SPECIAL ABILITIES
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- Darkvision (60 feet) You can see in the dark (black and white vision only).
- Deep Marker You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.
- Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
- Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
- Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
- Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
- Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
- Slow and Steady Your base speed is never modified by encumbrance.
- Stability +4 to avoid being bull rushed or tripped while standing.
- Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
- Track +1 +1 to survival checks to track.
- Tunnel Fighter +2 Initiative and +1 critical damage while underground.
- Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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