Hit Points: 35 (5d10+1)
Initiative: +4
AC: 20, touch 14, flat-footed 16* (+4 armor, +4 Dexterity, +2 natural)
* = only possible if supernatural abilities are suppressed
Speed: 30 feet
BAB: +5
CMB: +9 (+2 to trip)
CMD: 23 (25 vs trip)
Attacks†: masterwork quarterstaff +13 (1d6+11), masterwork dual-balanced quarterstaff +12/+12 (1d6+9/1d6+7), masterwork cold iron nine-ring broadsword +12 (1d8+8/x3), chakram +10 (1d8+5), or stingchuck +10 (1d4+5 plus vermin)
Saving Throws:
Fortitude: +4
Reflex: +5
Will†: +4
† = subtract 1 from these statistics when not Centered
Other: +1 vs sonic, figments, glamers, patterns, gaze attacks, scent, poison, and disease; +2 profane bonus to Will saves vs negative energy damage; Negative Energy Resistance 5 (calculated after saving throw); +1 to subsequent saves against effects that allow more than one saving throw attempt after having failed the first
Skills: Acrobatics +8, Climb +7, Craft (Boneworking) +12, Perception +9, Sense Motive +9, Survival +7, Swim +7
Other: may make untrained Knowledge (Planes) checks up to a maximum of DC 20; +2 to Bluff, Diplomacy, and Intimidate checks when in Magnimar and its allied cities and towns; +3 circumstance bonus and (where applicable) halved armor check penalty to an Acrobatics, Climb, Survival, or Swim check 1/adventure
DC to demoralize: 17
Favored Class: Fighter (+4 skill points, +1 hit point)