Init: +2. Senses: Perception +12. Ac: 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield).
Hp: 59 (7d10+16).
Fortitude: +8. Reflex: +8. Will: +5; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants). Resist: fire 10.
Speed: 30 ft.. Melee: +1 warhammer +9/+4 (1d8+6/×3), mwk heavy shield +9/+4 (1d4+5 plus bull rush). Ranged: mwk heavy crossbow +10 (1d10/19–20). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, favored enemy (giants +2, humans +4). Strength: 20. Dexterity: 14. Constitution: 14. Intelligence: 10. Wisdom: 15. Charisma: 6.
Base Attack: +7. Cmb: +12. Cmd: 24 (28 vs. bull rush or trip).
Feats: Double Slice, Endurance, Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Slam, Two-Weapon Fighting.
Skills: Climb +11, Knowledge (dungeoneering, geography, nature) +8, Perception +12 (+14 to notice unusual stonework), Profession (miner) +8, Stealth +6, Survival +10, Swim +9.
Languages: Common, Dwarven. Special Qualities: favored terrain (mountain +2), hunter's bond (companions), track +3, wild empathy +5, woodland stride. Combat Gear: potion of bull's strength, potion of cure moderate wounds. Other Gear: +1 breastplate, masterwork heavy wooden shield, +1 warhammer, masterwork heavy crossbow with 20 bolts, cloak of resistance +1, 229 gp.
ranger spells prepared: (CL 4th; concentration +6)
2nd-spike growth
1st-longstrider, resist energy
Tactics
Before Combat The ranger casts longstrider and resist energy (fire), then drinks his potion of bull's strength.
During Combat The ranger uses Shield Slam to push opponents into difficult terrain, off cliffs, or into the area of spike growth.
Base Statistics Without bull's strength, longstrider, and resist energy, the ranger's statistics are
Resist none
Speed 20 ft.
Melee +1 warhammer +7/+2 (1d8+4/×3), mwk heavy shield +7/+2 (1d4+3 plus bull rush)
Str 16
CMB +10
CMD 22 (26 vs. bull rush or trip)
Skills Climb +9, Swim +7.