Init: +2. Senses: darkvision 60 ft.; Perception +2. Ac: 21, touch 13, flat-footed 19 (+7 armor, +2 Dex, +1 shield, +1 size).
Hp: 42 (5d10+10).
Fortitude: +7. Reflex: +4. Will: +2 (+1 vs. fear). Defensive Abilities: bravery +1.
Speed: 20 ft.. Melee: mwk cold iron flail +11 (1d6+5), bite +2 (1d3+1) or short sword +8 (1d4+2/19-20), bite +2 (1d3+1). Ranged: light crossbow +8 (1d6/19-20). Special Attacks: swarming, weapon training (flails +1). Strength: 14. Dexterity: 15. Constitution: 14. Intelligence: 14. Wisdom: 10. Charisma: 8.
Base Attack: +5. Cmb: +6 (+8 disarm or trip). Cmd: 18 (20 vs. disarm or trip).
Feats: Combat Expertise, Improved Disarm, Improved Trip, Sharptooth*, Weapon Focus (flail), Weapon Specialization (flail).
Skills: Climb +8, Craft (alchemy) +4, Handle Animal +4, Intimidate +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Perception +2, Survival +7, Swim +8, Use Magic Device +1.
Languages: Common. Special Qualities: armor training 1. Combat Gear: potion of cure moderate wounds, acid. Other Gear: +1 breastplate, mwk light steel shield, light crossbow with 20 mwk bolts, mwk cold iron flail, short sword, cloak of resistance +1, 148 gp.
Tactics
During Combat Focused on defending her allies against attacks, the warden tries to disarm enemies so they pose less of a threat.
Ratfolk Travelers