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“A ‘burglar’ who respects his art always takes time before taking anything else.”
Spaceholder 1Spaceholder 1Harsk 2.1
Dwarvish Rogue

Str 14 Dex 15 Con 14 Int 11, Wis 12, Cha 8

AC 15 Touch AC 12, Flatfoot AC 13 (+ 4 AC vs Giants)
HP 10 Stability 11
Initiative + 6 Perception + 5 Sense Motive + 5
BAB + 0 , CMB + 2, CMD 14 (+ 4 CMD when resisting a bull rush or trip attempt)
Fort + 2, Ref + 4, Will + 1
(+ 2 vs. poison, spells, and spell-like abilities)
Move 20 (Speed is never modified by armor or encumbrance)
Carrying Capacity: 58lbs Light 116lbs Medium 175lbs Heavy

Battle Axe + 2 (Normally used two handed) +2 (1d8 + 3 damage)
Heavy Crossbow + 2 (1d10 damage)
Dagger +2 (1d4 + 2 damage)

Languages: Common, Dwarvish

Traits: On the Payroll (+ 1 Disable Device and 150gp), Honeyed Words (+ 1 Diplomacy)

Feats: Improved Initiative ( + 4 Initiative)
[Light Amour Proficiency, Simple Weapons and hand crossbow, rapier, sap, shortbow, and short sword]

Skills (Incl. + 1 Fav Skill bonus)(9): Appraise 1 + 5 (+ 7 on checks for objects with precious metals or gems), Diplomacy 1 + 4, Disable Device 1 + 8, Intimidate + 3, Knowledge (Dungeoneering) 1 + 4, Knowledge (Local) 1 + 4, Perception 1 + 5 (+ 6 for traps + 7 on checks to notice unusual stonework, + 8 to notice stone work traps), Sense Motive + 5, Stealth 1 + 6
Bonus Starting Skill: Craft (Traps) 1 + 4

Race Abilities
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
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.
Dwarves can see perfectly in the dark up to 60 feet.
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class Abilities
Sneak Attack + 1d6 Damage attacking flanked or flatfooted opponents.
+ 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magical traps.

Combat Gear: Battle Axe (10gp) two Daggers (4gp) Heavy Crossbow (50gp) 20 bolts (2gp), Masterwork Studded Leather Armour (175gp)

Price 241 gp; Weight 38 lbs.

Non Combat Gear: Kit, Rogue’s
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.

Price 50 gp; Weight 37 lbs.

Gold Remaining 9gp Total Weight 75lb

Pivotal Background

A native of the Five Kings Mountains and child of a trap maker, you decided to take some of the skills you learned in his fathers workshop and others you learned as a scout and become a free lancer – a Security Consultant specialising in Traps. Work in Dwarvish lands for such was either in small supply, with Dwarvish clans unwilling to trust outsiders to with their secret workings or not profitable enough for your taste.

As a worshiper of Grundinnar, the dwarvish god of friendship and loyalty, you both understand the need to be more friendly with strangers than your kin ordinarily may be and the absolute need to honour contracts and obligations. Both of these traits have served you well outside of your homeland.

Your travel eventually led you to Ustalav where you discovered that your skills were in high demand with those searching ancient ruins and archeological sites. It was at one of these sites you met with Professor Lorrimor. You were surprised to find a human that both paid you what you felt you were worth as well as one who spoke decent dwarvish. It was the start of a fine relationship that lasted 10 years or so as you’ve built some reputation within your field.

But now you’ve received a summons from your old friend and then closely following on the heels of that letter, news of his passing. You’ve hastened to his home to pay your respects.

Faith: While, like all dwarves you honour Torag, you are a follower of Grundinnar – ‘The Peacemaker’. Grundinnar is one of Torag’s many sons and is the dwarven god of friendship and loyalty. He is experienced at breaking up fights over his sister Bolka, and has thus developed quite a strong sense of diplomacy. He uses this skill to end feuds, encourage neighborly conduct among his followers and works to ensure that dwarves remember friends they haven’t seen in many years

On the Payroll: Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best.

Your years of hard work have paid off, granting you an additional 150 gp in starting wealth. [GM Edit: Any player choosing this also gets a +1 trait bonus to any ONE class skill of their choice – selected as Disable Device]

Honeyed Words (Grundinnar): Your tact soothes bristling tempers and cools heated blood. You receive a +1 trait bonus on Diplomacy checks.[From Dwarves of Golarion]


The Carrion Crown Helaman