Rallinth stands at 3'8 and there does not appear to be much of anything out of the ordinary until you notice that he seems fairly lithe for a Dwarf. Quick and adaptive seem to be his mantra, though he doesn't like to talk very much.
Background:
Spoiler:
He comes from the Central Tusk mountains, west of the northern end of Shudderwood on the border between all of The Mammoth Lands, The Hold of Belzken and near the Worldwound border itself. He is driven to learn as much as he can and practice a little of everything. As a mountain Dwarf, he was raised that staying underground all the time was limiting to the mindset and was encouraged to explore all about the mountains. He learned of the Goblin and Orc tribes living near his home and best ways for dealing with them were to not be surrounded by them. Being quick was key.
So he forged ahead with this idea in mind. But he eventually learned that there was more to the world than just the mountains he lived on. His need for exploration was tempered with the ever encroaching dangers of the World wound. His family, deciding that he should be better prepared for the world decided to enter him into the academy in the Sky citadel known as Jormurden. The academy he was sent to had the very best Dwarves in their field.
Spd 25 ft.
Initiative: +6 Total =2Dex+4 Feat
Melee: +1=(0Bab+1str)
Ranged: +2=(0Bab+2Dex)
-----Melee-----
Dagger: 1d4+1, +1, 19/20x2
Light Hammer: +1, 1d4+1, x2
Hand axe: +1 1d6+1, x3
*+1 to confirm Critical hits
-----Ranged-----
Dagger: 1d4+1, 10ft, +2, 19/20x2
Light Hammer: 1d4+1, x2, x2
* +1 to confirm Critical hits
Statistics
Spoiler:
Str 14, -2(12)
Dex 13, +2(15)
Con 13, -2/+2
Int 12,
Wis 12, -2/+2
Cha 10,
Base Atk +0; CMB +1.
Advantage Traits
Spoiler:
Practiced Athlete: Gain a +5 inherent bonus to your base land speed. In addition, Acrobatics, Climb, Swim and Stealth are always class skills for you.
Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs, and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Hardy: You may roll twice on saves versus poison or spells and spell-like abilities, and take the better result.
Darkvision-60 ft.
Weapon Familiarity: You also are always considered proficient with the light hammer and the handaxe.