Gilgar stands 4'2", weighs somewhere in the middle 180s, wears his long brown hair in a top-knot, and keeps his beard short with some dwarven runes branded into his cheeks. His brown eyes rarely stay focused on a single thing for long, and his hands often twitch of their own accord when at rest.
He carries a Dwarven Waraxe, wears a chain shirt and is quiet most of the time, but when he speaks it's usually gruff and abrasive, though sometimes hilarious.
Gilgar originally hails from the Dwarven stronghold of Highhelm in the Five Kings Mountains, the son of a mother and father who are clerics of Torag. His early years were pretty mundane, with the exception of having to endure a sudden and terribly painful skin disease at the age of 10 that left his skin marked here and there with small dark scars. As a middle child, having one older brother and sister, and three younger brothers, Gilgar was always either very busy working (doing the chores of his older siblings) or wandering about in order to escape the constant badgering of his younger brothers.
Gilgar's parents initially sought book learning for him, hoping that he would also become a cleric of Torag; but Gilgar had trouble, not with the learning or studying, but with the immobility that it required. He had to be up and moving seemingly non-stop, which drove his instructors and parents crazy. This prompted his family to encourage him into military training and service. Gilgar excelled at the physical demands of military life, but had trouble with the discipline and authority required, and after a few years of struggle, he was edged out of Highhelm's military guard. It wasn't long before Gilgar found himself playing the role of a shunned outcast. These were not hostile times for Gilgar, though. He was simply viewed as unreliable, untrainable, and therefore untrustworthy.
Gilgar's father grew increasingly to see him as a liability and embarrassment to the family. He went so far as to offer to relocate Gilgar to Kraggodan to live with a friend of the family's, but Giglar refused to go. Riddled with guilt over letting his parents down, Gilgar quickly became obsessed with the tradition of Kangreddin, seeing it as the only way to restore his relationship with his family, his worth as a Dwarf, and his personal honor. So early one morning Gilgar left his family a letter, took a hammer and chisel, along with his axe and a single waterskin, and disappeared into the darkness of the lower tunnels.
A full week and more passed before Gilgar returned, half dead, wounded, and dragging the severed tail of a giant scorpion along with him. As soon as his wounds were healed enough for him to be up and around, he told his family that he had gone down through the tunnels until well after he stopped seeing other rune names and that after he'd carved his name, he'd driven the chisel into the wall and left the hammer where he'd dropped it. He then told them that he'd found something down there, all alone, that he hadn't known existed. When they asked what that was, he simply said "freedom".
Gilgar left his home the next day, marching off into the wilds of the mountains, wandering...
Relentless (Ex) [APG, p.11]
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Light load: 66
Medium load: 133
Heavy load: 200
Craftsman (Ex) [APG, p.11]
Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Defensive Training (Ex) [Core Rulebook, p.21]
Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Fast Movement (Ex) [Core Rulebook, p.31]
Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Hardy (Ex) [Core Rulebook, p.21]
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) [Core Rulebook, p.21]
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Rage (Ex) [Core Rulebook, p.32]
You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 21 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 6 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Steady (Ex) [Core Rulebook, p.21]
Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) [Core Rulebook, p.21]
Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Strength Surge (Ex) [Rage Power, Core Rulebook, p.33]
Add Bbn lvl to one Strength check or combat maneuver check, or to your Ccombat Maneuver Defense when an opponent attempts a maneuver against you. This power is used as an immediate action. This power can only be used once per rage.
Trap Sense (Ex) [Core Rulebook]
You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) [Core Rulebook]
You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Weapon Familiarity (Ex) [Core Rulebook, p.21]
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.