Urist had a pretty common upbringing for a surface dwarf. He helped around the family shop as well he could, but it became apparent early on that his talents didn't lie in craft or sales. His favorite duty was to simply guard the place, whether watching the door at night or scaring bandits away from the wagon on long trips. When he became an adult in his parents' eyes, Urist went with their blessing to work on a merchant ship, where the perils would be much greater. Before the rise of monsters, the most dangerous thing he had to worry about was pirates or sharks. The sudden upswing in unnatural creature attacks affected the dwarf in a very profound way, however. One night, his ship was dashed on the rocks. The helmsman had been maddened by the call of sirens looking for virile prey. Urist doesn't remember much of what happened after that, but he has a pretty good idea of what the temptresses did to him and the rest of the crew. He washed up on the shore of his homeland a year later, naked, emaciated, and as pissed off as you've ever seen a dwarf. The Bad End Company seemed like a good opportunity to strike back, as well as make a bit of coin.
Class: Fighter (Corsair) 1
Sex: Cis male
Fort: 5 (2 base + 3 con)
Ref: 2 (2 dex)
Will: 1 (1 wis)
CMB: 4 (3 str + 1 BAB)
CMD: 16 (10 + 3 str + 2 dex + 1 BAB)
Con: 16 (14 + 2 Dwarf)
Wis: 12 (10 + 2 Dwarf)
Cha: 10 (12 - 2 Dwarf
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
Pirate Weapons (Ex): A corsair is well versed in the types of weapons favored by pirates. When selecting a group of weapons for his Weapon Training ability, he can select Pirate Weapons as a group. The Pirate Weapons group consists of the crossbow, cutlass, dagger, hook hand, rapier, and short sword.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Weapon Focus (Dwarven Double Waraxe): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Acrobatics: 2 (2 dex + 1 rank + 3 class + 1 trait -5 armor)
Swim: 2 (3 str + 1 rank + 3 class -5 armor)
Four-Mirror Armor (6 AC, 2 max dex, -5 armor check, 45lbs)
Heavy Wooden Shield (2 AC, -2 armor check, 10lbs)
Dwarven Double Waraxe (1d10, x3, S, 12lbs)
Cestus (1d4, 19-20x2, B or P, 1lb)
Dagger (1d4, 19-20x2, S or P, 1lb)
Tube Arrow Shooter (1d4, 20x2, 40', P, 1/2lb
10 Bamboo Shaft Arrows (1/2lb)
Pilum (1d8, 20x2, 20', P, 4lbs)
Javelin with Amentum (1d6, 20x2, 50', P, 3lb)
Chakram (1d8, 20x2, 30', S, 1lb)
Dwarven Maulaxe (1d6, 20x3, B or S, 5lbs)
Heavy Wooden Shield (1d4, 20x2, B)
Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.