Dwarf Fighter (CR 1-20)

Dwarf Fighter

The NPC below gains a slight edge on the human fighter early on, both in damage-dealing capacity and in its ability to absorb damage; the dwarf enjoys higher Con than the human, and its racial familiarity with the dwarven waraxe lends it a slightly more powerful one-handed weapon than the norm without the associated opportunity cost of spending a feat for Exotic Weapon Proficiency. This makes the dwarf a fine choice for builds depending on the waraxe as a one-handed weapon and a shield. 

The dwarf fighter is slightly less apt to gain skill points compared to a human, and this means that mounted combat is less practical as an option for dwarf NPCs because skill ranks for the Ride skill come at the expense of Climb, Jump, and Swim. In the build given above, I also chose to privilege Wisdom over Intelligence to help capitalize on the dwarf's innate resistance to spells and spell-like abilities by raising its Will save even higher. The dwarf is considerably harder to affect by a dominate person spell than the human. As a result, however, Intelligence-based feats like Combat Expertise are out of reach, and hence it's harder for the dwarf fighter to make use of fancy tricks like Improved Trip and Improved Disarm. On the other hand, the dwarf's high Str makes Power Attack's combat-maneuver dependent feats, like Improved Bull Rush, much more attractive, especially since the dwarf's racial stability quality makes it unusually tenacious in resisting the PCs' attempts to trip or bull rush it in return.

At higher levels, the dwarf's AC rating is considerably higher than the human fighter's, and its overall superiority in saving throws against magical effects helps to make up for a slightly lower hit point total (caused by my decision to substitute a necklace of adaptation for an amulet of health +2.

Key strategies to consider with the dwarf build is that he has relatively limited ranged capability compared to the human; he prefers to come to melee range with his foes, and only carries a handful of throwing axes to use at close range in a confined setting like an underground dungeon or a fortress. In groups, NPCs with this build can be extremely dangerous in such a setting, since they can meet attackers in a line of battle that stretches from wall to wall, hurling axes to blunt the charge of their foes before serving as a living wall to protect spellcasters in the rear.

Dwarf ftr 1: CR 1; Medium humanoid; Hit Dice 1d10+3; 8 hp; Init +0; Spd 20 ft. (4 squares); AC 18 (10 touch, 18 flat-footed); BAB/Grapple +1/+3; Atk +5 melee (1d10+2/x3, masterwork dwarven waraxe), or +1 ranged (1d6+2, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +5, Reflex +0, Will +1; Abilities Str 15, Dex 10, Con 16, Int 12, Wis 13, Cha 8. 

Skills and Feats: Climb -1, Jump -1, Intimidate +3; Power Attack, Weapon Focus (Dwarven Waraxe).
Possessions: 6 gp, masterwork dwarven waraxe, masterwork heavy steel shield, masterwork splint mail, potion of cure light wounds, 3 throwing axes.

Dwarf ftr 2: CR 2; Medium humanoid; Hit Dice 2d10+6; 17 hp; Init +0; Spd 20 ft. (4 squares); AC 20 (10 touch, 20 flat-footed); BAB/Grapple +2/+4; Atk +6 melee (1d10+2/x3, masterwork dwarven waraxe), or +2 ranged (1d6+2, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +6, Reflex +0, Will +1; Abilities Str 15, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +0, Jump +0, Intimidate +4; Improved Bull Rush, Power Attack, Weapon Focus (Dwarven Waraxe).
Possessions: 6 gp, full plate, masterwork dwarven waraxe, masterwork heavy steel shield, 3 throwing axes.

Dwarf ftr 3: CR 3; Medium humanoid; Hit Dice 3d10+9; 25 hp; Init +0; Spd 20 ft. (4 squares); AC 20 (10 touch, 20 flat-footed); BAB/Grapple +3/+5; Atk +7 melee (1d10+2/x3, masterwork dwarven waraxe), or +3 ranged (1d6+2, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +6, Reflex +1, Will +2; Abilities Str 15, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +2, Jump +2, Intimidate +5; Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Dwarven Waraxe).
Possessions: 6 gp, masterwork dwarven waraxe, masterwork full plate, masterwork heavy steel shield, potion of cure light wounds, potion of cure moderate wounds, 3 throwing axes.

Dwarf ftr 4: CR 4; Medium humanoid; Hit Dice 4d10+12; 34 hp; Init +0; Spd 20 ft. (4 squares); AC 20 (10 touch, 20 flat-footed); BAB/Grapple +4/+7; Atk +9 melee (1d10+5/x3, masterwork dwarven waraxe), or +4 ranged (1d6+3, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +7, Reflex +1, Will +2; Abilities Str 16, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +4, Jump +4, Intimidate +6; Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 6 gp, 1 flask of alchemist's fire, masterwork dwarven waraxe, masterwork full plate, masterwork heavy steel shield, oil of magic weapon, potion of barkskin +2, 2 potions of cure light wounds, potion of cure moderate wounds, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 5: CR 5; Medium humanoid; Hit Dice 5d10+15; 42 hp; Init +0; Spd 20 ft. (4 squares); AC 21 (10 touch, 21 flat-footed); BAB/Grapple +5/+8; Atk +10 melee (1d10+5/x3, masterwork dwarven waraxe), or +5 ranged (1d6+3, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +7, Reflex +1, Will +2; Abilities Str 16, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +5, Jump +5, Intimidate +7; Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 6 gp, +1 full plate, 1 flask of alchemist's fire, masterwork dwarven waraxe, masterwork heavy steel shield, oil of magic weapon, potion of barkskin +2, 2 potions of cure light wounds, potion of cure moderate wounds, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 6: CR 6; Medium humanoid; Hit Dice 6d10+18; 51 hp; Init +0; Spd 20 ft. (4 squares); AC 22 (10 touch, 22 flat-footed); BAB/Grapple +6/+9; Atk +11 melee (1d10+5/x3, masterwork dwarven waraxe), or +6 ranged (1d6+3, throwing axe); Full atk +11/+6 melee (1d10+5/x3, masterwork dwarven waraxe), or +6/+1 ranged (1d6+3, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +8, Reflex +2, Will +3; Abilities Str 16, Dex 10, Con 16, Int 12, Wis 13, Cha 8. 

Skills and Feats: Climb +6, Jump +6, Intimidate +8; Cleave, Great Cleave, Improved Bull Rush, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 6 gp, +1 full plate, +1 heavy steel shield, 1 flask of alchemist's fire, masterwork dwarven waraxe, oil of magic weapon, potion of barkskin +3, 2 potions of cure light wounds, potion of cure moderate wounds, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 7: CR 7; Medium humanoid; Hit Dice 7d10+21; 59 hp; Init +0; Spd 20 ft. (4 squares); AC 22 (10 touch, 22 flat-footed); BAB/Grapple +7/+10; Atk +12 melee (1d10+5/x3, masterwork dwarven waraxe), or +7 ranged (1d6+3, throwing axe); Full atk +12/+7 melee (1d10+5/x3, masterwork dwarven waraxe), or +7/+2 ranged (1d6+3, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +9, Reflex +3, Will +4; Abilities Str 16, Dex 10, Con 16, Int 12, Wis 13, Cha 8. 

Skills and Feats: Climb +7, Jump +7, Intimidate +9; Cleave, Great Cleave, Improved Bull Rush, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 6 gp, cloak of resistance +1, +1 full plate, +1 heavy steel shield, 1 flask of alchemist's fire, masterwork dwarven waraxe, oil of magic weapon, potion of barkskin +3, 2 potions of cure light wounds, 2 potions of cure moderate wounds, potion of protection from arrows 10/magic, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 8: CR 8; Medium humanoid; Hit Dice 8d10+24; 68 hp; Init +0; Spd 20 ft. (4 squares); AC 22 (10 touch, 22 flat-footed); BAB/Grapple +8/+11; Atk +14 melee (1d10+6/x3, +1 dwarven waraxe), or +8 ranged (1d6+3, throwing axe); Full atk +14/+9 melee (1d10+6/x3, +1 dwarven waraxe), or +8/+3 ranged (1d6+3, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +10, Reflex +3, Will +4; Abilities Str 17, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +8, Jump +8, Intimidate +10; Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Improved Bull Rush, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 6 gp, cloak of resistance +1, +1 dwarven waraxe, +1 full plate, +1 heavy steel shield, 1 flask of alchemist's fire, oil of magic weapon, potion of barkskin +3, potion of bull's strength, 2 potions of cure moderate wounds, potion of protection from arrows 10/magic, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 9: CR 9; Medium humanoid; Hit Dice 9d10+27; 76 hp; Init +0; Spd 20 ft. (4 squares); AC 22 (10 touch, 22 flat-footed); BAB/Grapple +9/+12; Atk +15 melee (1d10+6/x3, +1 dwarven waraxe), or +9 ranged (1d6+3, throwing axe); Full atk +15/+10 melee (1d10+6/x3, +1 dwarven waraxe), or +9/+4 ranged (1d6+3, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +10, Reflex +4, Will +5; Abilities Str 17, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +8, Jump +8, Intimidate +10, Swim +0; Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Improved Bull Rush, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 106 gp, cloak of resistance +1, +1 dwarven waraxe, +1 full plate, golembane scarab, +1 heavy steel shield, 1 flask of alchemist's fire, oil of magic weapon, potion of barkskin +3, potion of bull's strength, 2 potions of cure moderate wounds, potion of protection from arrows 10/magic, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 10: CR 10; Medium humanoid; Hit Dice 10d10+30; 85 hp; Init +0; Spd 20 ft. (4 squares); AC 22 (10 touch, 22 flat-footed); BAB/Grapple +10/+13; Atk +16 melee (1d10+6/19-20 x3, +1 adamantine dwarven waraxe), or +14 melee (1d4+4/x4, +1 cold iron light pick, or +10 ranged (1d6+3, throwing axe); Full atk +16/+11 melee (1d10+6/19-20 x3, +1 adamantine dwarven waraxe), or +14/+9 melee (1d4+4/x4, +1 cold iron light pick), or +10/+5 ranged (1d6+3, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +11, Reflex +4, Will +5; Abilities Str 17, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +9, Jump +9, Intimidate +11, Swim +0; Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 206 gp, cloak of resistance +1, +1 adamantine dwarven waraxe, +1 full plate, +1 heavy steel shield, +1 cold iron light pick, 1 flask of alchemist's fire, oil of magic weapon, potion of barkskin +3, potion of bull's strength, 2 potions of cure moderate wounds, potion of protection from arrows 10/magic, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 11: CR 11; Medium humanoid; Hit Dice 11d10+33; 93 hp; Init +0; Spd 20 ft. (4 squares); AC 24 (10 touch, 24 flat-footed); BAB/Grapple +11/+14; Atk +17 melee (1d10+6/19-20 x3, +1 adamantine dwarven waraxe), or +15 melee (1d4+4/x4, +1 cold iron light pick, or +11 ranged (1d6+3, throwing axe); Full atk +17/+12 /+7melee (1d10+6/19-20 x3, +1 adamantine dwarven waraxe), or +15/+10/+5 melee (1d4+4/x4, +1 cold iron light pick), or +11/+6/+1 ranged (1d6+3, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +10, Reflex +3, Will +4; Abilities Str 17, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +10, Jump +10, Intimidate +12, Swim +0; Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 206 gp, +1 adamantine dwarven waraxe, +2 full plate, +2 heavy steel shield, +1 cold iron light pick, 1 flask of alchemist's fire, oil of magic weapon, potion of barkskin +3, potion of bull's strength, 2 potions of cure moderate wounds, potion of protection from arrows 10/magic, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 12: CR 12; Medium humanoid; Hit Dice 12d10+36; 102 hp; Init +0; Spd 20 ft. (4 squares); AC 24 (10 touch, 24 flat-footed); BAB/Grapple +12/+16; Atk +20 melee (1d10+9/19-20 x3, +2 adamantine dwarven waraxe), or +17 melee (1d4+5/x4, +1 cold iron light pick, or +12 ranged (1d6+4, throwing axe); Full atk +20/+15/+10 melee (1d10+9/19-20 x3, +2 adamantine dwarven waraxe), or +17/+12/+7 melee (1d4+5/x4, +1 cold iron light pick), or +12/+7/+2 ranged (1d6+4, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +11, Reflex +4, Will +5; Abilities Str 18, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +12, Jump +12, Intimidate +13, Swim +1; Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Improved Sunder, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 206 gp, +2 adamantine dwarven waraxe, +2 full plate, +2 heavy steel shield, +1 cold iron light pick, 1 flask of alchemist's fire, oil of magic weapon, potion of barkskin +3, potion of bull's strength, 2 potions of cure moderate wounds, potion of protection from arrows 10/magic, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 13: CR 13; Medium humanoid; Hit Dice 13d10+39; 110 hp; Init +0; Spd 20 ft. (4 squares); AC 24 (10 touch, 24 flat-footed); BAB/Grapple +13/+17; Atk +21 melee (1d10+9/19-20 x3, +2 adamantine dwarven waraxe), or +18 melee (1d8+4, +1 alchemical silver morningstar), or +18 melee (1d4+5/x4, +1 cold iron light pick, or +13 ranged (1d6+4, throwing axe); Full atk +21/+16/+11 melee (1d10+9/19-20 x3, +2 adamantine dwarven waraxe), or +18/+13/+8 melee (1d8+4, +1 alchemical silver morningstar), or +18/+13/+8 melee (1d4+5/x4, +1 cold iron light pick), or +13/+8/+3 ranged (1d6+4, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +11, Reflex +4, Will +5; Abilities Str 18, Dex 10, Con 16, Int 12, Wis 13, Cha 8. 

Skills and Feats: Climb +12, Jump +12, Intimidate +14, Swim +3; Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Improved Sunder, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 56 gp, +2 adamantine dwarven waraxe, +2 full plate, +2 heavy steel shield, +1 alchemical silver morningstar, +1 cold iron light pick, 1 flask of alchemist's fire, necklace of fireballs type V, oil of magic weapon, potion of barkskin +3, potion of bull's strength, 2 potions of cure moderate wounds, potion of protection from arrows 10/magic, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 14: CR 14; Medium humanoid; Hit Dice 14d10+42; 119 hp; Init +0; Spd 20 ft. (4 squares); AC 24 (10 touch, 24 flat-footed); BAB/Grapple +14/+20; Atk +24 melee (1d10+11/19-20 x3, +2 adamantine dwarven waraxe), or +21 melee (1d8+6, +1 alchemical silver morningstar), or +21 melee (1d4+6/x4, +1 cold iron light pick, or +14 ranged (1d6+6, throwing axe); Full atk +24/+19/+14 melee (1d10+11/19-20 x3, +2 adamantine dwarven waraxe), or +21/+16/+11 melee (1d8+6, +1 alchemical silver morningstar), or +21/+16/+11 melee (1d4+7/x4, +1 cold iron light pick), or +14/+9/+4 ranged (1d6+6, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +12, Reflex +4, Will +5; Abilities Str 22, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +14, Jump +14, Intimidate +15, Swim +7; Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Improved Overrun, Improved Sunder, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 206 gp, +2 adamantine dwarven waraxe, +2 full plate, +2 heavy steel shield, +1 alchemical silver morningstar, +1 cold iron light pick belt of giant strength +4, 1 flask of alchemist's fire, oil of magic weapon, potion of barkskin +3, 2 potions of cure moderate wounds, potion of protection from arrows 10/magic, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 15: CR 15; Medium humanoid; Hit Dice 15d10+45; 127 hp; Init +0; Spd 20 ft. (4 squares); AC 24 (10 touch, 24 flat-footed); BAB/Grapple +15/+21; Atk +26 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +22 melee (1d8+6, +1 alchemical silver morningstar), or +22 melee (1d4+6/x4, +1 cold iron light pick, or +15 ranged (1d6+6, throwing axe); Full atk +26/+21/+16 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +22/+17/+12 melee (1d8+6, +1 alchemical silver morningstar), or +22/+17/+12 melee (1d4+7/x4, +1 cold iron light pick), or +15/+10/+5 ranged (1d6+6, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +12, Reflex +5, Will +6; Abilities Str 22, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +14, Jump +14, Intimidate +16, Swim +9; Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Improved Overrun, Improved Sunder, Improved Unarmed Strike, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 156 gp, +3 adamantine dwarven waraxe, +2 full plate, +2 heavy steel shield, +1 alchemical silver morningstar, +1 cold iron light pick belt of giant strength +4, 1 flask of alchemist's fire, 2 javelins of lightning, potion of barkskin +3, 2 potions of cure moderate wounds, potion of good hope, potion of protection from arrows 10/magic, potion of shield of faith +3, 1 tanglefoot bag, 3 throwing axes, 1 thunderstone.

Dwarf ftr 16: CR 16; Medium humanoid; Hit Dice 16d10+48; 136 hp; Init +0; Spd 20 ft. (4 squares); AC 24 (10 touch, 24 flat-footed); BAB/Grapple +16/+22; Atk +27 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +23 melee (1d8+6, +1 alchemical silver morningstar), or +23 melee (1d4+6/x4, +1 cold iron light pick, or +16 ranged (1d6+6, throwing axe); Full atk +27/+22/+17/+12 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +23/+18/+13/+8 melee (1d8+6, +1 alchemical silver morningstar), or +23/+18/+13/+8 melee (1d4+7/x4, +1 cold iron light pick), or +16/+11/+6/+1 ranged (1d6+6, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +13, Reflex +5, Will +6; Abilities Str 23, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +14, Jump +14, Intimidate +17, Swim +11; Combat Reflexes, Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Improved Overrun, Improved Sunder, Improved Unarmed Strike, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 56 gp, +3 adamantine dwarven waraxe, +2 full plate, +2 heavy steel shield, +1 alchemical silver morningstar, +1 cold iron light pick belt of giant strength +4, boots of speed, 1 flask of alchemist's fire, 2 javelins of lightning, potion of barkskin +4, 2 potions of cure moderate wounds, potion of good hope, potion of protection from arrows 10/magic, potion of shield of faith +4, potion of water breathing, potion of water walk, 1 tanglefoot bag, 4 throwing axes, 1 thunderstone.

Dwarf ftr 17: CR 17; Medium humanoid; Hit Dice 17d10+51; 144 hp; Init +0; Spd 20 ft. (4 squares); AC 24 (10 touch, 24 flat-footed); BAB/Grapple +17/+23; Atk +28 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +24 melee (1d8+6, +1 alchemical silver morningstar), or +24 melee (1d4+6/x4, +1 cold iron light pick, or +17 ranged (1d6+6, throwing axe); Full atk +28/+23/+18/+13 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +24/+19/+14/+19 melee (1d8+6, +1 alchemical silver morningstar), or +24/+19/+14/+19 melee (1d4+7/x4, +1 cold iron light pick), or +17/+12/+7/+2 ranged (1d6+6, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +13, Reflex +5, Will +6; Abilities Str 23, Dex 10, Con 16, Int 12, Wis 13, Cha 8. 

Skills and Feats: Climb +14, Jump +14, Intimidate +18, Swim +13; Combat Reflexes, Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Improved Overrun, Improved Sunder, Improved Unarmed Strike, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 106 gp, +3 adamantine dwarven waraxe, +2 full plate, +2 heavy steel shield, +1 alchemical silver morningstar, +1 cold iron light pick belt of giant strength +4, boots of speed, 1 flask of alchemist's fire, 1 javelins of lightning, minor cloak of displacement, potion of barkskin +4, potion of cure moderate wounds, potion of cure serious wounds potion of good hope, potion of protection from arrows 10/magic, potion of shield of faith +4, potion of water breathing, potion of water walk, 1 tanglefoot bag, 4 throwing axes, 1 thunderstone.

Dwarf ftr 18: CR 18; Medium humanoid; Hit Dice 18d10+54; 153 hp; Init +4; Spd 20 ft. (4 squares); AC 25 (10 touch, 25 flat-footed); BAB/Grapple +18/+24; Atk +29 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +26 melee (1d8+7, +2 alchemical silver morningstar), or +25 melee (1d4+7/x4, +1 cold iron light pick, or +18 ranged (1d6+6, throwing axe); Full atk +29/+24/+19/+14 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +26/+21/+16/+11 melee (1d8+7, +2 alchemical silver morningstar), or +25/+20/+15/+10 melee (1d4+7/x4, +1 cold iron light pick), or +18/+13/+8/+3 ranged (1d6+6, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +14, Reflex +6, Will +9; Abilities Str 23, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +14, Jump +14, Intimidate +19, Swim +15; Combat Reflexes, Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Improved Initiative, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Iron Will, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 6 gp, +3 adamantine dwarven waraxe, +3 dwarven plate, +2 heavy steel shield, +2 alchemical silver morningstar, +1 cold iron light pick belt of giant strength +4, boots of speed, 1 flask of alchemist's fire, 1 javelins of lightning, minor cloak of displacement, necklace of fireballs type III, potion of barkskin +4, 2 potions of cure moderate wounds, potion of cure serious wounds potion of good hope, potion of shield of faith +4, potion of water breathing, potion of water walk, 1 tanglefoot bag, 4 throwing axes, 1 thunderstone.

Dwarf ftr 19: CR 19; Medium humanoid; Hit Dice 19d10+57; 162 hp; Init +4; Spd 20 ft. (4 squares); AC 29 (14 touch, 29 flat-footed); BAB/Grapple +19/+25; Atk +30 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +27 melee (1d8+7, +2 alchemical silver morningstar), or +27 melee (1d4+8/x4, +2 cold iron light pick, or +19 ranged (1d6+6, throwing axe); Full atk +30/+25/+20/+15 melee (1d10+12/19-20 x3, +3 adamantine dwarven waraxe), or +27/+22/+17/+12 melee (1d8+7, +2 alchemical silver morningstar), or +27/+22/+17/+12 melee (1d4+8/x4, +2 cold iron light pick), or +19/+14/+9/+4 ranged (1d6+6, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +14, Reflex +6, Will +9; Abilities Str 23, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +15, Jump +15, Intimidate +20, Swim +15; Combat Reflexes, Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Improved Initiative, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Iron Will, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 106 gp, +3 adamantine dwarven waraxe, +3 dwarven plate, +2 heavy steel shield, +2 alchemical silver morningstar, +2 cold iron light pick bag of holding type I, belt of giant strength +4, boots of speed, 1 flask of alchemist's fire, 1 javelins of lightning, minor cloak of displacement, necklace of fireballs type III, potion of barkskin +4, 2 potions of cure moderate wounds, potion of cure serious wounds potion of good hope, potion of water breathing, potion of water walk, ring of protection +4, 1 tanglefoot bag, 4 throwing axes, 1 thunderstone.

Dwarf ftr 20: CR 20; Medium humanoid; Hit Dice 20d10+60; 171 hp; Init +4; Spd 20 ft. (4 squares); AC 29 (14 touch, 29 flat-footed); BAB/Grapple +20/+28; Atk +33 melee (1d10+14/19-20 x3, +3 adamantine dwarven waraxe), or +30 melee (1d8+9, +2 alchemical silver morningstar), or +30 melee (1d4+10/x4, +2 cold iron light pick, or +19 ranged (1d6+8, throwing axe); Full atk +33/+28/+23/+18 melee (1d10+14/19-20 x3, +3 adamantine dwarven waraxe), or +30/+25/+20/+15 melee (1d8+9, +2 alchemical silver morningstar), or +30/+25/+20/+15 melee (1d4+10/x4, +2 cold iron light pick), or +19/+14/+9/+4 ranged (1d6+8, throwing axe); SQ +1 dodge bonus to AC vs. giants, +1 racial bonus to attacks vs. orcs and goblinoids, +2 racial bonus to saves vs. poisons, spells, and spell-like effects, +2 racial bonus to Appraise and Craft checks involving metal or stone, darkvision 60 ft., stability, stonecunning, weapon familiarity w/dwarven urgosh and dwarven waraxe; AL any Lawful; SV Fort +15, Reflex +6, Will +9; Abilities Str 26, Dex 10, Con 16, Int 12, Wis 13, Cha 8.
Skills and Feats: Climb +18, Jump +18, Intimidate +20, Swim +18; Combat Reflexes, Cleave, Great Cleave, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Improved Bull Rush, Improved Critical (Dwarven Waraxe), Improved Initiative, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Iron Will, Point Blank Shot, Power Attack, Quick Draw, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe).
Possessions: 106 gp, +3 adamantine dwarven waraxe, +3 dwarven plate, +2 heavy steel shield, +2 alchemical silver morningstar, +2 cold iron light pick bag of holding type I, belt of giant strength +6, boots of speed, 1 flask of alchemist's fire, 1 javelins of lightning, minor cloak of displacement, necklace of adaptation, potion of barkskin +4, 2 potions of cure moderate wounds, potion of cure serious wounds potion of good hope, potion of resist energy (fire) 30, potion of water walk, ring of evasion, ring of protection +4, 1 tanglefoot bag, 4 throwing axes, 1 thunderstone.