Half-Farspawn Dwarf Fighter
Male Half-Farspawn Dwarf Fighter 6
CE Medium outsider (native)
Init +2;
Senses blindsight 60-ft, darkvision 60-ft; Listen +1, Spot +1
Languages Common, Dwarven
AC 27, touch 11, flat-footed 26
hp 69 (6 HD); DR 5/magic; Diehard
SR 16
Resist acid 10, electricity 10
Fort +11,
Ref +4,
Will +5
+2 vs spells
Speed 20-ft
Melee +1 dwarven waraxe +12/+6 (1d10+7/x3) and 4 tentacles +5 (1d4+2)
Base Atk +6;
Grp +9
Atk Options true strike
Combat gear 2
potions of cure moderate wounds
Spell-Like Abilities (CL 6th)
3/day -
blur
1/day -
stinking cloud (DC 14),
touch of idiocy (DC 13)
Abilities Str 18, Dex 14, Con 22, Int 10, Wis 12, Cha 13
SQ dwarf traits
Feats Diehard, Endurance, Improved Initiative, Iron Will, Quick Draw, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Skills Intimidate +10, Listen +1, Ride +11, Spot +1
Possessions combat gear plus
+1 full plate, +1 dwarven waraxe, +1 heavy steel shield, cloak of resistance +1, amulet of natural armor +1
Alien Form (Su) The half-farspawn dwarf's natural weapons are treated as magical weapons for the purpose of overcoming damage reduction. His body is horribly amorphous and gelid. He cannot be flanked, and is not subject to extra damage from critical hits. Creatures native to the Material Plane take a -1 morale penalty on attack rolls against the half-farspawn dwarf.
True Strike (Su) Once per day, the half-farspawn dwarf can gain a +20 insight bonus on a single attack roll. In addition, he suffers no miss chance against a target that has concealment or total concealment when making this attack.
Skin Green;