Init +1; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework)
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (d10+1);
Fort +3; Ref +3; Will +5; +2 racial vs. poison/spells/SLAs, +2 vs. spells/abilities that stagger or stun
Defensive Abilities defensive training (+4 dodge to AC vs. giants);
OFFENSE
Speed 20 ft.
Melee dwarven boulder helmet +4 (d4+2), dwarven longhammer +3 (2d6+3/x3, reach), dwarven maulaxe +3 (d6+2/x3)
Ranged dwarven maulaxe +2 (d6+2/x3)
Special Attacks favored enemy (humanoid [giant]) +2, giant hunter (+1 on attack rolls vs. giants)
STATISTICS
Str 14, Dex 13, Con 13, Int 12, Wis 20, Cha 10
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush/trip while standing on ground)
Feats Hard-Headed
Traits Magical Knack, Pioneer (Handle Animal)
Skills Climb +6, Craft (weapons) +5 (+7 metal/stone), Handle Animal +1, Heal +9, Knowledge (nature) +5, Perception +9 (+11 to notice unusual stonework), Survival +9 (+10 to track, +12 to track giants), Swim +6; Racial Modifiers +2 Craft or Profession (related to metal or stone), Perception +2 (to notice unusual stonework
Languages Common, Dwarven, Giant
SQ craftsman, slow and steady, stability, stonecutting, track +1, weapon familiarity, wild empathy +1.
Gear dwarven boulder helmet, dwarven longhammer, dwarven malaxe, mwk hide armor, horse, ranger’s kit, 11 gp
SPECIAL ABILITIES:
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.
Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Slow and Steady
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecutting
Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.
Track +1 (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
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.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.