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TheTick

Please post your character sheets here.  If possible, put a statblock in a spoiler tag and include a link to the sheet (whether it's a PDF hosted somewhere, Myth-Weavers, etc.) so I can see the full thing if needed.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

Lotofsnow

#1
Faraway, NG Human Druid

Statblock: ShowHide
Faraway
Male Human (Varisian) Druid 2
NG Medium Humanoid (human)
Init +8; Senses Perception +7
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Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 18 (2d8+7)
Fort +4, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +1 (1d4+4/x2) and
. . Club +5 (1d6+4/x2) and
. . Dagger +5 (1d4+4/19-20/x2) and
. . Scimitar +6 (1d6+4/18-20/x2) and
. . Shortspear +5 (1d6+4/x2)
Druid Spells Prepared (CL 1):
1 (3/day) Deadeye's Lore, Shillelagh (x2)
0 (at will) Create Water, Light, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 12, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Improved Initiative, Toughness +3
Traits Reactionary, Student Survivalist (Shalelu) (Ex)
Skills Acrobatics -1*, Climb +1*, Escape Artist -1*, Fly -1*, Handle Animal +5, Knowledge (geography) +4, Knowledge (nature) +6, Perception +7, Ride +3(+5)*, Spellcraft +5, Stealth -1*, Survival +11, Swim +1* (* does not take shield into account)
Languages Common, Druidic, Varisian
SQ animal companion link, nature bond abilities (neith , roc), share spells with companion, spontaneous casting, wild empathy, woodland stride
Combat Gear Potion of cure light wounds, Wand of cure light wounds; Other Gear Hide armor, Heavy wooden shield, Club, Dagger (5), Masterwork Scimitar, Shortspear, Backpack (33 @ 30 lbs), Bedroll, Belt pouch (3 @ 6.4 lbs), Belt pouch (5 @ 5 lbs), Crowbar, Fishhook, Fishing net, Flint and steel, Parchment (10), Silent whistle, Torch (10), Trail rations (10), 312 GP, 3 SP, 5 CP
--------------------
TRACKED RESOURCES
--------------------
Club - 0/1
Dagger - 1/5
Potion of cure light wounds - 0/3
Potion of cure moderate wound - 0/1
Shortspear - 0/1
Torch - 0/10
Trail rations - 0/10
Wand of cure light wounds - 19/50
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Student Survivalist (Shalelu) (Ex) +1 vs foes threatening Shalelu.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------

Neith
Roc
N Medium Animal
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 13 ()
Fort +2, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 20 ft., flight (80 feet, average)
Melee Bite (Roc) +6 (1d6+1/x2) and
. . Talon x2 (Roc) +6 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +2; CMB +3; CMD 17
Feats Toughness +3, Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Heel [Trick], Seek [Trick]
Skills Acrobatics +4 (+0 jump), Fly +8, Perception +5, Survival +2
Languages
SQ attack [trick], attack any target [trick], come [trick], defend [trick], down [trick], heel [trick], seek [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Flight (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

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History: ShowHide
About 20 years ago, an attractive young woman arrived in town. Elegant and civilized, the woman, Merisa, stood out against the backdrop of the rustic small town. Regardless, her money was good, and she acquired one of the finer rooms at the Rusty Dragon for an extended stay. She befriended several townsfolk, and spent much of her time listening to the tales and boasts of the young adventurers who frequented the inn. A year later, she died during childbirth. Over the previous few months, she had become more reclusive. Until her cries brought the innkeeper to her room, no one had known that she was pregnant. The labor was long and arduous, and, in the end, only the baby could be saved.

No father stepped forward to claim the baby. Almost immediately, accusations were levied at the late Merisa, accusing of her of being a whore who shacked up with adventurers. No family wanted to foster a whorespawned son. Luckily, Father Tobyn of the Sandpoint Chapel was far kinder. Tobyn named the baby Faraway.

The child grew up in the chapel and deeply loved both his adopted father and his sister, Nualia, another of Tobyn's foundlings, an aassimar 5 years Faraway's senior. Sadly, when Faraway was 11, a disastrous fire burned down the chapel, killing both Father Tobyn and Nualia. Faraway, technically an acolyte at this age, was left in the care of the new leader of the church in Sandpoint, Father Abstalar Zantus.

Emotionally scarred, Faraway shrugged off any attempts at fatherly guidance from Zantus. Instead, shirking his studies and duties as an acolyte, the boy would wander the forests and hills around Sandpoint, attempting to discover every tree, cave and stream. He wished to venture further and learn more about the world, but he was still a child and knew there was much he did not understand.

He finally got his chance at the age of 16. The elven ranger, Shalelu Andosana, returned to Sandpoint in response recent goblin raids. Faraway had always been impressed by the woman, and he finally worked up the courage to approach her. Impressed by the young man, Shalelu took him on as an apprentice. And, when she left the village again, Faraway went with her.


Description: ShowHide
Faraway is tall and quite muscular. His long, black hair is tied into a braid and twisted. His skin is sun darkened and his face is weathered as someone who has traveled far for his years. When idle, his brown eyes often seem to be searching the horizon.

Neith, on the other hand, is as white as her partner is dark. Her pristine feathers contrast starkly with the dirt and grime of Sandpoint, but when airborn, she is easily lost against the clouds. Her head flicks from side to side, seeming to take in everything at once. When her gaze falls upon you, her eyes burn with predatory hunger. On the other hand, when she looks upon Faraway, your only impression is respect and loyalty.


Wand Tracker: 27 charges remain

Phil

#2
Owen Deverin, LG Human Paladin

Statblock: ShowHide

Owen
Male Human Paladin 2
LG Medium Humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 23(10+3+5+3)
Fort +7, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Greatsword +7 (2d6+6/19-20/x2)
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will), Lay on Hands (4/day) 1d6hp
Class Bonuses Divine Grace
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +6; CMD 17
Feats Power Attack -1/+3, Toughness +3
Traits Strength of the Sun (Sarenrae), Childhood Crush (Ameiko)
Languages Common
SQ aura of good
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Power Attack -1/+3 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.


Backstory: ShowHide

Owen Deverin was born in Sandpoint around 4689 to Wade and Leah Deverin.  Wade Deverin was a paladin who, along with his brother Gaven, founded the Two Knights Brewery, after they retired from their martial lives.  Wade settled down with a local girl, and they had a son they named Owen.  Leah passed away when Owen was six, in a sickness that swept through Sandpoint in 4695.  After that he was raised by his father, until he was slain in the 'Late Unpleasantness' by the Chopper, the town's first serial killer, in 4702. 

After that, Owen stayed with his uncle Gaven until he became of age and was sent off to join the service of the Sarenraen holy order.  His father and uncle were both paladins of Abadar, but Sarenrae had long held a special place in Owen's heart.  The Deverin family is one of the oldest in Sandpoint, which has been ruled by a Deverin mayor for most of its existence.  However, Owen and his family are of the "lesser" branch of the family, descended from a later son who was sent off to join the clergy to avoid any inheritence conflicts.  They are well respected in town, and run a successful business, but do not have nearly the wealth of their richer cousins.

As a boy, Owen developed an infatuation with Ameiko Kaijitsu, the only daughter of another of the founding families .  The two were of the same age, and often met at gatherings among the Sandpoint aristocracy, of which Owen was nominally a member.  The two got along fine, and became something approaching friends, but Owen was often nervous and awkward in her presence.  Her exotic beauty and confidence combined to reduce the lad to stuttering on more than one occasion, and he was always worried that he'd say the wrong things.

Owen has been away from Sandpoint for several years now, and through his service to Sarenrae he's become far more strong and confident.  He's returned to Sandpoint as a Paladin, not yet having any official orders except to honor his patron deity and to do good where he can.


Description: ShowHide

Age:  22
Brown hair (kept short), blue eyes.
Height:  5'10"
Weight:  ~175lb
Medium build, but fairly athletic looking. 
Fairly average in attractiveness.  Not ugly, not a pretty boy.

SpamHead

#3
Horcrust CN human sorcerer lvl 2

Statblock: ShowHide
Horcrust
Male Human Sorcerer 2
CN Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+1)
Fort +1, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +1 (1d4/19-20/x2)
Special Attacks elemental ray (7/day)
Sorcerer Spells Known (CL 1):
1 (5/day) Mount, Summon Monster I
0 (at will) Acid Splash, Resistance, Light, Mage Hand, Ghost Sound
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 13, Int 10, Wis 12, Cha 19
Base Atk +1; CMB +0; CMD 12
Feats Eschew Materials, Sorcerous Bloodstrike (1/day), Stealthy
Skills Bluff +8, Diplomacy +5, Escape Artist +4, Stealth +5 Use Magic Device +8 Knowledge(arcana) +4
Languages Common
SQ bloodlines (elementalfire)
Other Gear Dagger, 68 GP
--------------------
Special Abilities
--------------------
Elemental (Fire) You may change any energy spell to use [Fire] energy.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6 Fire damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points


NPC : Shealeu [Saved]

Porteiro

#4
Jeddy Mountop, Halfling Oracle

Statblock: ShowHide

Geddy Mountop, Halfling Oracle
NG Small Humanoid
Init +5; Perception +6
Speed 30 ft.
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 20
Defense
AC 20, flat-footed 18, touch 13
CMD 11
Reflex 13, Fort 13, Will 13
+2 on all saves vs. fear
Offense
Base melee +0, base missile +4
Oracle Spells Known (CL 1):
0 (at will): Detect Magic, Read Magic, Guidance, Resistance
1 (4/day): Ghost Sound, Mage Hand, Cause Fear, Obscuring Mist
Skills Acrobatics +3, Appraise +1, Bluff +4, Climb -1, Craft +1, Diplomacy +8, Disguise +4, Escape Artist +3, Fly +3, Heal +4, Intimidate +4, Knowledge (History) +5, Perception +6, Perform +4, Ride +3, Sense Motive +4, Spellcraft +5, Stealth +7, Survival +0, Swim -1
Languages Common, Halfling, Elven[/b]


Full Character Sheet: ShowHide

[spoiler=details]
    Halfling Male
    Age: 70  (middle-aged)  Height: 3'1"  Weight: 50 lbs.
    Type: humanoid
    Size: Small
    Speed: 30
    Languages: Common, Halfling, Elven
    Level: Sorcerer 1

Ability Scores: ShowHide


    score  mod   item    tmp   tmp mod
Str   8     -1
Dex  14     +2
Con  14     +2
Int  12     +1
Wis  10     +0
Cha  20     +5


Defense: ShowHide

HP: 10 (total)

AC:                  20 = 10 (base) +2 (dex) +1 (small size) +5 (scale mail) + 2 (shield)
AC flat-footed:      18 = 10 (base) +1 (small size) + 5 (scale mail) + 2 (shield)
AC touch:            13 = 10 (base) +2 (dex) +1 (small size)
CMD:                 10 = 10 (base) +2 (dex) -1 (str) -1 (small size)
Reflex:              13 = 10 (base) +2 (dex) +1 (halfling luck)
Fort:                13 = 10 (base) +2 (con) +1 (halfling luck)
Will:                13 = 10 (base) +0 (wis) +1 (halfling luck) + 2 (oracle 1)
+2 on all saves vs. fear
Initiative : +4 = +2 (dex) +2 (reactionary trait)


Offence: ShowHide

BAB: 0
melee base:    0 = 0 (BAB) -1 (str) +1 (small size)
missile base: +3 = 0 (BAB) +2 (dex) +1 (small size)
CMB:          -2 = -1 (str) -1 (small size)
Initiative : +4 = +2 (dex) +2 (reactionary trait)

Heavy Crossbow Attack:
to-hit: +3   damage: 1d6     crit: 19-20/x2      range: 80 ft.

Skills: ShowHide

Skills: 5/level = 4 (oracle)  +1 int
class skills:
Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Fly(Dex)[Heavens Mystery], Knowledge Arcana(Int)[Heavens Mystery], Perception(Wis)[Heavens Mystery],
Survival(Wis)[Heavens Mystery]

skill                     Total  =  points +  ability  +  trained class + misc
-------------------------------------------------------------------------------
Acrobatics                  +2                +2 (dex)                         
Appraise                    +1                +1 (int)       
Bluff                       +5                +5 (cha)       
Climb                       -1                -1 (str)                 
Craft                       +1                +1 (int)               
Diplomacy (c)               +9        1       +5 (cha)       +3           
Disguise                    +5                +5 (cha)             
Escape Artist               +2                +2 (dex)                 
Fly (c)                     +2                +2 (dex)                   
Heal (c)                    +4        1       +0 (wis)       +3
Intimidate                  +5                +5 (cha)       
Knowledge Arcana (c)        --                +1 (int)                           
Knowledge History (c)       +5        1       +1 (int)       +3
Knowledge Planes (c)        --                +1 (int)                           
Knowledge Religion (c)      --                +1 (int)                           
Perception (c)              +6        1       +0 (wis)       +3         +2 (halfling)
Perform                     +5                +5 (cha)               
Profession (c)              --                +0 (wis)                 
Ride                        +2                +2 (dex)         
Sense Motive (c)            +4        1       +0 (wis)       +3         
Spellcraft (c)              +5        1       +1 (int)       +3       
Stealth                     +6                +2 (dex)                  +4 (size)
Survival (c)                +0                +0 (wis)       
Swim                        -1                -1 (str)           
Use Magic Device            +5                +5 (cha)
(c) == Class Skill



Halfling Racial Characteristics: ShowHide

    small size: +1 BAB, +1 Attack Rolls, -1 CMB, -1 CMD
    Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
    Halfling Luck: +1 on all saves

Class (Oracle) Characteristics: ShowHide

    Heavens Mystery
    [spoiler=bonus spells]
        color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).
   

       
Lure of Heavens Revelation: ShowHide

            Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
       

       
Moonlight Bridge Revelation: ShowHide

            Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.
       

       
   
Haunted Curse: ShowHide

        Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
        Effect
            Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
            At 5th level, add levitate and minor image to your list of spells known.  ***NOTE: Halfling Prefered Class taken @ 3rd level gives this to you then*****
            At 10th level, add telekinesis to your list of spells known.  ***NOTE: Halfling Prefered Class taken @ 7th level gives this to you then*****
            At 15th level, add reverse gravity to your list of spells known.  ***NOTE: Halfling Prefered Class taken @ 10th level gives this to you then*****
   


[/spoiler]
Traits: ShowHide

  Reactionary
    You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
    Benefit: You gain a +2 trait bonus on Initiative checks
  Rescued by Koya Mvashti
    +2 bonus on healing spells used to heal damage

Feats: ShowHide

Level 1: Extra Revelation
[spoiler=future feats]
    Improved Initiative
    Extend Spell (+1)
    Silent Spell (+1)
    Still Spell (+1)

[/spoiler]
Spells: ShowHide

spells/day: 4 1st

Spell List:

0th Level Spells:
    Detect Magic: Detects spells and magic items within 60 ft.
    Read Magic: Read scrolls and spellbooks.
    Guidance: +1 on one attack roll, saving throw, or skill check.
    Resistance: Subject gains +1 on saving throws.
    Ghost Sound: Figment sounds
    Mage Hand: 5-pound telekinesis


1st Level Spells:
   
    Cause Fear: One creature of 5 HD or less flees for 1d4 rounds
    Obscuring Mist: Fog surrounds you
    Cure Light Wounds: heal 1d8 + 2(trait) + 1/level points of damage

[spoiler=Future 1st Level Spells]
    Summon Monster I, Bless, Sound Burt

[/spoiler]
Relationship Scores: ShowHide

Ameiko Kaijtsu         4
Koya Mvashti           8
Sandru Vhiski          4
Shalelu Andosana       4


Gear: ShowHide

Scale Mail: 15 lb
Heavy Wooden Shield: 5 lb
Pathfinder's Kit:  7.5 lb
    (backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, whetstone)
Light Crossbow: 2 lb






SteveRogers

#5
S'Vith Vangrey, Dwarf Monk

S'Vith Vangrey Statblock, Level 2: ShowHide

S'VITH VANGREY
Male Dwarf monk 2
LG medium humanoid (dwarf, dwarf)
Init +2; Senses Darkvision (60 ft.), Perception +8, 
Languages Common, Dwarven
AC 15, touch 15, flat-footed 13 
HP 23 (2HD)
Fort +6, Ref +5, Will +6, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities
    Evasion, Speed 20 ft. (4 squares)   
Melee unarmed strike +4 (1d6+3)
Melee flurry of blows +3/+3 (1d6+3) 
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +4 (+6 grapple); CMD 19 (23 vs bullrush) (21 vs grapple) (23 vs trip) 
Atk Options  Improved Grapple, Stunning Fist,   
Special Actions Flurry of Blows, Stunning Fist,               
Abilities  Str 16, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Special Qualities AC Bonus, Greed, Hardy, Hatred, Stability, Steady, Stonecunning, Weapon Familiarity,
Feats  Improved Grapple, Improved Unarmed Strike, Stunning Fist, Throw Anything, Toughness
Skills:
Acrobatics +7
Acrobatics (Jump) +3
Bluff -1
Climb +3
Diplomacy -1
Disguise -1
Escape Artist +2
Fly +2
Heal +3
Intimidate -1
Knowledge (Religion) +5
Perception +8
Perception (Notice unusual stonework) +10
Perform (Untrained) -1
Ride +2
Sense Motive +3
Stealth +7
Survival +3
Swim +3

Possessions: 
Monk's Outfit
Backpack [Waterskin (Filled); Bedroll]

AC Bonus (Ex)  When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Defensive Training (Ex)  Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Evasion (Ex)  You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Flurry of Blows (Ex)  You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Greed (Ex)  Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex)  Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex)  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.

Monk Bonus Feat 
Stability (Ex)  Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.


Steady (Ex)  Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex)  Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking.

Stunning Fist (Ex)  You gain Stunning Fist as a bonus feat.

Weapon Familiarity (Ex)  Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.