Init: +2. Senses: Perception +5. Ac: 22, touch 12, flat-footed 20 (+10 armor, +2 Dex).
Hp: 64 (7d10+21).
Fortitude: +9. Reflex: +5. Will: +5; +2 vs. poison, spells, and spell-like abilities; +2 vs. fear. Defensive Abilities: bravery +2, defensive training (+4 dodge bonus to AC vs. giants).
Speed: 20 ft.. Melee: mwk cold iron dwarven waraxe +14/+9 (1d10+9/×3). Ranged: mwk throwing axe +11 (1d6+5) or mwk light crossbow +10 (1d8/19–20). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, weapon training (axes +1). Strength: 19. Dexterity: 14. Constitution: 16. Intelligence: 10. Wisdom: 14. Charisma: 6.
Base Attack: +7. Cmb: +12 (+16 bull rush). Cmd: 23 (29 vs. bull rush, 27 vs. trip).
Feats: Blind-Fight, Disruptive, Greater Bull Rush, Improved Bull Rush, Power Attack, Step Up, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Skills: Climb +10, Intimidate +8, Perception +5 (+7 to notice unusual stonework), Survival +10.
Languages: Common, Dwarven. Special Qualities: armor training 2. Combat Gear: oil of magic weapon (2), potion of aid, potion of bull's strength, potions of cure moderate wounds (2). Other Gear: +1 full plate, masterwork cold iron dwarven waraxe, masterwork light crossbow with 20 bolts, masterwork throwing axe, cloak of resistance +1, 46 gp.
Tactics
Before Combat The fighter drinks her potion of bull's strength.
During Combat When fighting with a group, the fighter uses bull rush to grant attacks of opportunity to her allies. She uses the combination of Step Up and Disruptive to interrupt spellcasting.
Base Statistics Without bull's strength, the fighter's statistics are
Melee mwk cold iron dwarven waraxe +12/+7 (1d10+6/×3)
Ranged mwk throwing axe +11 (1d6+3)
Str 15
CMB +9 (+13 bull rush)
CMD 21 (27 vs. bull rush, 25 vs. trip)
Skills Climb +8.
Spell hunters specialize in locking down and then murdering enemy spellcasters.