Dunner (3.5e Creature)

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Dunner, 1st-level Rogue
Size/Type: Small Humanoid (Dunner)
Hit Dice: 1d6 (4 hp)
Initiative: +3
Speed: 20 ft.
Armor Class: 18 (+1 size, +3 Dex, +4 chain shirt), touch 14, flat-footed 15
Base Attack/Grapple: +0/-2
Attack: Quarterstaff (wielded one-handed) +3 melee (1d4+2) or shortbow +4 ranged (1d4)
Full Attack: Quarterstaff (wielded one-handed) +3 melee (1d4+2) or shortbow +4 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +1d6
Special Qualities: Trapfinding
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 15, Dex 16, Con 10, Int 10, Wis 13, Cha 8
Skills: Balance +9, Climb +14, Decipher Script +4, Escape Artist +7, Hide +11, Jump +8, Move Silently +7, Search +4
Feats: Great Fortitude
Environment: Shorelines, riversides
Organization: Solitary or gang (2-4)
Challenge Rating: 1
Treasure: Standard coins; double goods; standard items
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +0

The dunner readies himself
for combat.

The small person standing before you on the pier regards you with mild interest. The blue vest and white, baggy shorts leave a lot of his tanned skin showing, revealing the thick, almost pearly-white hair that covers most of his body. His strong fingers are gripping a long length of wood, probably used to move boats, and to teach nosy bystanders a painful lesson.

Dunners are a race of short, simian-like humanoids that enjoy sailing and other maritime activities. Their short frame hides a strong body, and many have experience in roguish ways or at least know the basics of fighting. In Irid and Eros, many train as martial monks.


Dunners fight like the live: independently. They never depend on others to babysit them, but this does not mean they can't fight in concert. Dunners prefer small, handy weapons, like daggers, kukris, short swords and rapiers.

Sneak Attack (Ex): This dunner can make sneak attacks, dealing an extra 1d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the dunner is flanking.

Trapfinding (Ex): This dunner can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Skills: Dunners have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

The dunner rogue presented here had the following ability scores before racial adjustments: Str 15, Dex 14, Con 12, Int 10, Wis 13, Cha 8.

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