Hd:3d10 Hp:28/28, Initiative:+3, Speed:20'
AC:17, T:13, Ff:14, CMB:+5, CMD:18
BAB:+3, Melee:+5, Ranged:+6
Fort:+5, Reflex:+4, Will:+2
+5 melee club 1d6+2 /X2 bludgeoning.
+5 melee Dwarven Waraxe 1d10+2 /X3 slashing.
+5 melee Gauntlet 1d3+2 bludgeoning /X2
+6 ranged club 1d6+2 /X2 10' inc. 1 ammo.( +1 more hit and damage within 30 ')
+8 ranged MW Heavy crossbow 1d10 19-20/X2 20 bolts, 10 silver bolts , 10 cold iron bolts.(+ 1 more hit and damage within 30 ')
" Ahh. Ye can ne'er have enough rope!.....Or gear and weapons for that matter..."
Sacred Touch-Touch automatically stabilizes dying target.
Magical Talent-cast Spark, once per day, 1st lvl caster.
Precise Shot-No penalty fro shooting into melee
Rapid Reload (Heavy Crossbow)- Reload as a move action instead of a full round action.
Point Blank Shot- +1 to hit and damage within 30 '.
Weapon Focus- +1 to hit with Heavy Crossbow.
Armor Training- Reduce armor check pen by 1 and raise max dex by 1. Increase by 1 every 4 levels, 7th, 11th, 15th
Bravery: +1 on Will saves vs fear;+1 more every four levels beyond 2nd
Slow and Steady-base speed 20', speed never modified by armor or encumbrance.
Defensive Training-+4 dodge to AC against monsters of the giant subtype.
Greed-+2 racial bonus on Appraise to determine price of non-magical goods that contain precious metals or gemstones.
Hatred-+1 to hit orc and goblinoid subtypes.
Hardy-+2 racial bonus on saves vs poison, spells, and spell-like abilities.
Stability-+4 to CMD vs bull rush or trips.
Stonecutting-+2 on perception to unusual stonework such as traps and hidden doors in stone walls or floors. receive a check when passing within 10' whether looking or not.
Weapon familiarity- Proficient in battleaxes, heavy picks, and warhammers. treat any weapon with the word dwarven in its name as a martial weapon.
MW Heavy crossbow, 20 bolts, 10 silver bolts, 10 cold iron bolts, club, dwarven waraxe, dagger, Chain shirt, Backpack, Waterskin, 5 flasks of oil, 50' hemp rope, grappling hook, belt pouch, pair gauntlets, sack.