Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior

Iron Duelist

Iron Duelist CR 16

Source NPC Codex pg. 218
XP 76,800
Dwarf fighter 10/duelist 7
N Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +11


AC 24, touch 15, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural)
hp 159 (10d10+7d10+61)
Fort +14, Ref +13, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +3, canny defense +1, defensive training (+4 dodge bonus to AC vs. giants), elaborate defense +2, enhanced mobility, grace +2, parry


Speed 20 ft.
Melee +1 flaming frost light pick +27/+22/+17/+12 (1d4+10/19–20/×4 plus 1d6 cold and 1d6 fire) or mwk punching dagger +24/+19/+14/+9 (1d4+6/×3)
Ranged +1 light crossbow +20 (1d8+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, acrobatic charge, precise strike +7, riposte, weapon training (axes +2, light blades +1)


During Combat The duelist drinks his potion of invisibility, and gets into a tactical position. He uses Spring Attack, Lunge, and Improved Vital strike to make hit-and-run attacks.


Str 21, Dex 14, Con 16, Int 13, Wis 12, Cha 6
Base Atk +17; CMB +22; CMD 36 (40 vs. bull rush or trip)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Greater Weapon Focus (light pick), Improved Critical (light pick), Improved Initiative, Improved Vital Strike, Iron Will, Lunge, Mobility, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (light pick), Weapon Specialization (light pick)
Skills Acrobatics +7 (+3 when jumping), Appraise +6 (+8 to assess nonmagical metals or gemstones), Climb +13, Craft (weapons) +9, Diplomacy +3, Disable Device +7, Knowledge (dungeoneering, engineering) +9, Knowledge (history) +6, Perception +11 (+13 to detect unusual stonework), Perform (percussion) +0, Stealth +7, Survival +6, Swim +9
Languages Common, Dwarven, Orc
SQ armor training 2, improved reaction +2
Combat Gear potion of cure serious wounds, potion of invisibility; Other Gear +4 chain shirt, +1 flaming frost light pick, +1 light crossbow, masterwork punching dagger, amulet of natural armor +1, belt of giant strength +4, boots of speed, cloak of resistance +2, ring of protection +1, 759 gp

Nimble for a dwarf, an iron duelist excels at hit-and-run tactics.

Unthal Rumblegut

Born into a family of miners, Unthal learned at an early age that when wielded properly, the pick could become an effective weapon. When his clan’s mines dug too deep into the Darklands, he was forced to defend his family mines against duergar and drow incursions, working with shielded defenders to lunge out from protective shield walls, using his mobility to take down dangerous foes before moving back behind the moveable walls of iron and dwarven muscle. His unorthodox tactics were mocked at first, with some seeing him as cowardly for not standing and fighting with feet planted like a normal dwarven warrior, but as the corpses of the clan’s enemies mounted into piles, then great mounds, the whispers and jokes died. Now he enjoys high status within his clan, and teaches his ways to a new generation of dwarves, occasionally making pilgrimages out onto the surface to take his tactics to other holds.

Combat Encounters: Unthal’s tactics work best when used in conjunction with more traditional dwarven defense strategies, and he often works in concert with other dwarven warriors. PCs intruding on dwarven territory—whether intentionally or not—may find themselves facing his pick.

Roleplaying Suggestions: Family and clan mean everything to Unthal. He is friendly to those who respect that, and hostile to those who do not.