Recruit (Dwarf Warrior 1)
Recruit CR 1/3
Dwarf Warrior 1
N Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +1
AC 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)
Speed 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 humanoids
During Combat The warrior prefers melee combat and working with other soldiers. He uses alchemist's fire against targets resistant to weapon damage.
Str 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.
Section 15: Copyright Notice
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.