RecruitRecruit CR 1/3Source NPC Codex pg. 266 XP 135 Dwarf warrior 1 N Medium humanoid (dwarf) Init +0; Senses darkvision 60 ft.; Perception +1DefenseAC 18, touch 10, flat-footed 18 (+6 armor, +2 shield) hp 8 (1d10+3) Fort +4, Ref +0, Will +0; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)OffenseSpeed 20 ft. Melee dwarven waraxe +3 (1d10+1/×3) or dagger +2 (1d4+1/19–20) Ranged light crossbow +1 (1d8/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoidsTacticsDuring Combat The warrior prefers melee combat and working with other soldiers. He uses alchemist’s fire against targets resistant to weapon damage.StatisticsStr 13, Dex 11, Con 14, Int 10, Wis 10, Cha 7 Base Atk +1; CMB +2; CMD 12 (16 vs. bull rush or trip) Feats Weapon Focus (dwarven waraxe) Skills Intimidate +2, Perception +1 (+3 to notice unusual stonework) Languages Common, Dwarven Combat Gear alchemist’s fire; Other Gear chainmail, heavy wooden shield, dagger, dwarven waraxe, light crossbow with 20 bolts, 12 gp
Filled with bluster and swagger, a recruit lacks the discipline of an experienced soldier and can quickly lose resolve if he finds himself in over his head. A recruit works best in a large group under a strong leader who can keep all the soldiers in line and working together.
Left to his own devices, a recruit becomes bored and looks for entertainments such as drinking and gambling to pass the time.
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