You're also a wizard, but you mostly cast spells out of combat. True Strike has no Somatic component and isn't subject to spell failure chance for casting in armour, so use it to hit a BBEG.
Korgaar
Male Dwarf Barbarian 1 / Wizard (Transmuter) 1
N Medium Humanoid (Dwarf)
Init +2; Senses darkvision; Perception +3
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armour, +2 Dex, +2 shield)
hp 23 (1d12+1d6+6+1)
Fort +6, Ref +3, Will +3; +2 vs spells, SLAs, poison
Defensive Training, Stability
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Offense
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Base Atk +1; CMB +4; CMD 16
Speed 30ft
Melee
masterwork waraxe +5, 1d10+3/x3
cold iron heavy pick +4, 1d6+3/x4
alchemical silvered light hammer +4, 1d4+3/x2
(note: take a couple of ranks in Know:local at some point for faction card)
Languages:
Common, Dwarven, Giant, Undercommon
Equipment:
Gear from current scenario
Combat Gear
masterwork waraxe (bonded object)
cold iron heavy pick
silvered light hammer
light hammer
sap
masterwork chain mail
heavy wooden shield
Other Gear
wayfinder with delvehaven star
cloak of resistance +1
flint&steel
backpack
artisan's tools, masterwork
caltrops
crowbar
holy symbol (wooden) (Nethys)
tankards (5)
5 oil flasks
rope 50'
torch
waterskin
whetstone
acid flask
tanglefoot bag
alchemist fire x2
antitoxin x2
courtier's outfit (+50gp jewelry)
4 pints (bottles) [dwarven] ale
Potions and scrolls
Scroll cure light wounds x6
Scroll Mirror Image x5
Potion of Protection From Evil
Potion of Bulls Strength
Potion of Enlarge Person
Potion of Cure Moderate Wounds
Potion of Cure Light Wounds x3
Wands
Wand of cure light wounds 48/50
wand of magic missile 48/50
Wand of Identify 22/50
racial abilities:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
class abilities:
Fast movement
Rage (12/12)
Wizard school: transmutation
Physical enhancement: gain a +1 enhancement bonus to one of your physical attributes. Bonus increases by +1 for every 5 wizard levels. You may change the attribute each day when you prepare spells.
Telekinetic Fist: range 30' touch attack, 1d4 damage +1 per three wizard levels (min +1), useable 3+INT per day.
Opposed schools: abjuration, necromancy
Spells
Cantrips
Spell Focus
Bonded object (waraxe)
Faction Journal Card:
Prepared Agent (2+ goals): when you attempt a Knowledge check as part of a mission briefing, treat all Knowledges as Trained. Once per adventure, add a bonus = half number of completed goals to a Knowledge check or Diplomacy check to gather information.
Guiding Compass (4+ goals): Your Wayfinder guides you to safety. If you fail a saving throw vs an effect that allows additional saves to mitigate the effect, you gain a bonus on the subsequent saves = 1 per three goals completed.
Published Trailblazer (7+ goals): Pick and circle one from each of these categories - Explore: Perception, Sense Motive, Survival; Report: Know (history), Linguistics, Profession (scribe). You and your allies gain a +2 insight bonus on these skill checks.
Goals:
[x][x][x][][][][][] Adventure in a nation other than Absalom. You can check one of these boxes AND one different goal per adventure. (Visited Cheliax, Rahadoum, River Kingdoms)
[][] Forgo your downtime to finalise a report: DC15 INT, WIS OR Prof (scribe) check
[x] Complete at least three consecutive scenarios in which you completed both primary and secondary success conditions.
[] Convince an NPC to work as a Society contact, or convince a disaffected agent to rejoin. Diplomacy OR Know (local) DC15 + your character level
[][] Participate in an adventure that features 2 or more individuals with significant influence in the Society (eg VCs or faction leaders)
[][] Complete a scenario in Season 5 of the Adventure Card Game
[x] Participate in an adventure that directly assists an NPC Pathfinder Agent or agent of an allied organisation.
[][][]/[][] Serve as GM
Chronicles:
5 XP 9 Fame 2 Prestige
1. Faithless and Forgotten 1: Let Bygones Be; 1xp, 1PP
2. Faithless and Forgotten 2: Lost Colony of Taldor; 1xp, 2PP
3. Faithless and Forgotten 3: The Infernal Inheritance; 1xp, 2PP
4. Perils of the Pirate Pact; 1xp, 2PP
5. The Penumbral Accords; 1xp, 2PP
Boons:
Imperium Initiate: 1 only, impose a -2 penalty on saving throws for 1 round by divs and constructs against a spell you cast OR reduce DR of divs and constructs by 5 for 1 round against your attacks.
Delvehaven Star: +2 Know local, history, nobility relating to Cheliax. +2 initiative in Cheliax. 1 only, reduce prestige cost of spellcasting services by 2 (min 0).
Prepared Agent: +2 (see faction card goals above)