Male dwarf
Perception +8
Languages Common
Skills Alcohol Lore +11, Athletics +8, Deception +8, Diplomacy +10, Performance +8, Society +7, Thievery +5
Str +3, Dex +0, Con +2, Int +0, Wis +1, Cha +3
Items
(5 rounds), flask of whiskey, , pewter mug,AC 16; Fort +9, Ref +5, Will +8
HP 35
Speed 25 feet
Melee sap +8 (agile, nonlethal), Damage 1d6+5 bludgeoning
Melee fist +8 (agile, nonlethal), Damage 1d4+5 bludgeoning
Ranged pewter mug +5 (thrown 10 feet), Damage 1d4+5 bludgeoning
Ranged dwarven scattergun +7 (concussive, kickback, scatter 10 feet, range increment 50 feet, reload 1), Damage 1d8 piercing
Bar Brawler The barkeep has been in enough bar fights to know how to throw a few punches. When fighting in their bar and making a nonlethal attack, the barkeep gains a +1 circumstance bonus to attack rolls and deals an additional 1d4 damage.Barkeep’s Advice (auditory, fortune, linguistic, mental) Frequency once per day; Effect The barkeep gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends. A creature that receives the Barkeep’s Advice is temporarily immune to the ability for 1 month.
Barkeep
Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice.