Init: +2. Senses: Perception +7. Ac: 18, touch 10, flat-footed 16 (+6 armor, +2 Dex, –2 rage, +2 shield).
Hp: 28 (2d12+10).
Fortitude: +7. Reflex: +2. Will: +4; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), uncanny dodge.
Speed: 30 ft.. Melee: mwk dwarven waraxe +7 (1d10+4/×3) ormwk dwarven waraxe +5 (1d10+4/×3), armor spikes +4 (1d6+2) orspiked heavy steel shield +4 (1d8+4). Ranged: throwing axe +4 (1d6+4). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, rage (8 rounds/day), rage powers (knockback). Strength: 18. Dexterity: 15. Constitution: 19. Intelligence: 10. Wisdom: 14. Charisma: 6.
Base Attack: +2. Cmb: +6. Cmd: 16 (20 vs. bull rush or trip).
Feats: Two-Weapon Fighting.
Skills: Climb +3, Knowledge (dungeoneering, engineering) +2, Perception +7 (+9 to notice unusual stonework), Survival +6.
Languages: Common, Dwarven. Special Qualities: fast movement. Combat Gear: acid. Other Gear: masterwork breastplate with armor spikes, spiked heavy steel shield, masterwork dwarven waraxe, throwing axe, 2 gp.
Tactics
During Combat The barbarian uses his shield primarily for defense.
Base Statistics When not raging, the barbarian's statistics are
AC 20, touch 12, flat-footed 18
hp 24
Fort +5
Will +2
Melee mwk dwarven waraxe +5 (1d10+2/×3) or mwk dwarven waraxe +3 (1d10+2/×3), armor spikes +2 (1d6+1) or spiked heavy shield +2 (1d8+2)
Ranged throwing axe +4 (1d6+2)
Str 14
Con 15
CMB +4
Skills Climb +1.
The most adventurous, thrill-seeking, and foolhardy dwarves can go a little mad, roaming the land in their search for blood and battle.