Perception +8; darkvision
Languages Common, Dwarven
Skills
Accounting Lore +5T
Acrobatics +6T (When you Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.)
Athletics +11E (Assurance 17)
Crafting +5T
Farming Lore +5T
Nature +6T
Survival +6T
Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Other Items breastplate, +1 greatclub, dagger, hatchet, javelins (5), backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, handwraps of mighty blows (+1), lesser healing potion (2), minor healing potion, moderate alchemist fire, moderate ghost charge, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (51gp, 6sp, 3cp)
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AC 20 (19 while raging)
Fort +10 (+2 vs Shove or Trip, +2 vs spells or effects that attempt to knock you prone.)
Ref +6 (+2 vs Shove or Trip, +2 vs spells or effects that attempt to knock you prone.)
Will +8
HP 58
Ranged [1] dagger +6 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4+4 piercing/slashing
Ranged [1] hatchet +6 (agile, sweep, thrown 10 ft.), Damage 1d6+4 slashing
Ranged [1] javelin +6 (thrown 30 ft.), Damage 1d6+4 piercing
Ranged[1] moderate alchemist fire +7 (thrown 20 ft.), Damage 2d8 fire + 2 fire splash + 2 persistent fire
Ranged[1] moderate ghost charge +7 (thrown 20 ft.), Damage 2d8 positive + 2 positive splash + enfeebled 1 until the start of your next turn
Feats Additional Lore, Rock Runner, Sudden Charge
Other Abilities anathema, bestial rage (instinct ability), rage, rock dwarf, toughness
Rock Runner Ignore difficult terrain from rubble, uneven stone/earth. Not flat-footed when balancing on narrow stone/earth, success equals crit success.