DEFENSE AC 18, Touch 9, Flat Footed 18 (-1 Dex, +9 armor); +4 dodge vs. Trolls; +1 vs. Charge Attacks; +1 vs. Crit Confirm rolls
hp 37 (3d12+12) (12+11+2 +12)
Fort +7 Ref +0 (+4 vs Trample) Will +3; +2 vs. poison, spells, and spell-like abilities.
OFFENSE Speed 20 ft.; rock stepper
Melee MW Earthbreaker +7 (2d6+4/x3) or axe musket +6 (1d8+4/x3)
With Power Attack: MW Earthbreaker +6 (2d6+7/x3) or axe musket +5 (1d8+7/x3)
Ranged axe musket +2 (1d8/x4)
+1 attack vs. Trolls
+1 attack & damage vs. charging creatures
+1 damage vs. creatures and objects made primarily of clay, crystal, earth, metal, or stone (including Trolls)
Special attacks rage (15 rounds/day) Rage Powers Overbearing Advance
SQ hardy, relentless, rock stepper
Combat Gear axe musket, bullets (x30), full plate, MW earthbreaker
STATISTICS Str 17, Dex 8, Con 18, Int 16, Wis 14, Cha 11
Base Atk +3; CMB +6 (+2 bull rush, +5 overrun); CMD 15 (+3 vs. overrun)
Feats Improved Overrun, Power Attack
Traits Nimble Fingers, Keen Mind; Warsmith
Skills Craft (Clockwork) +11, Craft (weaponsmith) +11, Disable Device +6, Knowledge (engineering) +9, Intimidate +6, Perception +8, Survival +8 Racial Bonuses +2 all Craft or Profession checks related to metal or stone, +2 Survival (vs. Trolls)
Languages Common, Dwarven, Stolian, Uberwald, Troll
Other Gear alchemist's fire (x1), alchemist's glue (x1), backpack, belt pouch, blanket, chain belt, chalk, crowbar, drill, dwarven stout ale (x10), flint and steel, fuse grenade (x1), glass cutter, gunsmith's kit, hammer, hemp rope (x2, 50-foot each), iron pot, jetcaster, linnorm mead (x10), mirror, oil flasks (x9), phosphorencent gel (x1), pitons (x4), portable ram, powder horn, sack (x2), soap, rusting powder (x1), tindertwigs (x9), trail rations (5 days), waterskin, wire spool (x1)
Trade Goods and Merchandise gears, springs, cogs, and frame pieces, along with partial or incomplete clockworks (total in iron and steel 20 lbs., in copper 10 lbs.)
Coin and Gems 702gp, 1sp
Craftsman Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Overbearing Advance (Ex) While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.
Relentless 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. This racial trait replaces stability.
Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Fionna is a female (and not afraid to show it - she braids her beard) dwarf from Bonk in Uberwald. Her family are Schmaltzberg fat miners, and from her youth Fionna was supposedly destined (or perhaps doomed) to join them. Two things prevented the young dwarf - otherwise a strong, hale, and perfectly traditional picture of her species - from taking up the occupation of her ancestors: her obsession with tinkering, and her utter clumsiness.
Fionna has all the grace of a grease-slicked banana peel in a mud puddle. Her youth (and, well, some of her adulthood as well) was a constant string of accidents: falling into fat pits, slipping on fresh deposits, tripping over discarded tools, knocking over mining equipment, running into doors, smashing through walls and other obstructions, and such like. It got to be bad enough that some of the lower miners started putting up signs around sensitive or important equipment with the phrase "Go the other way you clumsy git [Fionna this means you]" written on them in dwarfish (so as not to embarrass the whole clan in front of the non-dwarfs, you see). Her years of self- and environment-inflicted abuse only served to make her tougher, in the same way that repeatedly abusing a muscle strengthens it, but when you go from a small, compact, clumsy ball of destruction to a larger, still pretty compact, and still very clumsy ball of destruction, you still end up in about the same location, you just get better at getting there with a navigable clear path left behind you.
If there's anywhere that Fionna has tact, however, it's with tinkering. While her feet and body may be a catastrophe waiting to happen, her fingers are expertise itself, and she's always been extremely interested in how things fit together and work. She learned from family smiths in her youth, of course, and after mastering the basics of the forge she moved on to her own interests in clockwork and similar small mechanisms in her spare time... meaning when she wasn't cleaning up her own messes, working in the mines, or otherwise being hassled regarding the latest chaos.
Upon reaching adulthood, Fionna decided to leave Bonk en route to Ankh-Morpork. No one outside her clan is really certain why, and she's not spoken up about it much. Nobody in Bonk or Schmaltzberg has much put up a fuss about her departure; they're probably glad they don't have to set up the drills three times every day now. As for Fionna herself, she's interested in work, whether it involves taking advantage of her strength and hardiness or her skill with machines as a repairdwarf, tinker, and/or designer. Fionna, despite her clumsiness and strength, is remarkably clever and intelligent. She loves music, reading, and Thud and other board games, as well as her tinkering hobby, which is probably how she got involved in this whole mess with guns and what not now. She's somewhat embarrassed by her klutzy nature, but tends to bury it in enthusiasm for her hobbies and a friendly, eager spirit that is fairly antithetical to the typical dwarven sternness.