Racial Abilities:
Darkvision- 60 ft
Defensive Training- +4 dodge bonus to AC against giants.
Hardy- +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability- +4 racial bonus to their Combat Maneuver Defense for bull rush or trip while standing on the ground.
Craftsmen- +2 to craft when working with metal or stone
Stonecunning- +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors. Receives a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Fey Thoughts- UMD and Knowledge Nature are class skills.
Weapon Familiarity- proficient with battleaxes, heavy picks, warhammers, longbows, longswords, rapiers, and shortbows and treat any weapon with the word “dwarven” or "elven" in its name as a martial weapon.
Crossblooded Bloodlines: Elemental(fire) and Aberrant
Bloodrage: 7/7 rounds
Bloodline Powers:
Level 1- Staggering Blow (when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round) (DC= 10+Con+1/2 lvl =14)