Init: –1. Senses: darkvision 60 ft.; Perception +5. Ac: 11, touch 9, flat-footed 11 (+2 armor, –1 Dex).
Hp: 16 (3d6+6).
Fortitude: +3. Reflex: +0. Will: +2; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants).
Speed: 20 ft.. Melee: miner's pick –2 (1d6+1) or heavy mace +2 (1d8+1). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids. Strength: 13. Dexterity: 8. Constitution: 14. Intelligence: 9. Wisdom: 13. Charisma: 8.
Base Attack: +1. Cmb: +2. Cmd: 11 (15 vs. bull rush or trip).
Feats: Skill Focus (Appraise, Profession [miner]).
Skills: Appraise +3 (+5 to assess nonmagical metals or gemstones), Climb +5, Knowledge (dungeoneering) +0, Perception +5 (+7 to notice unusual stonework), Profession (miner) +9.
Languages: Common, Dwarven.
Gear: leather armor, heavy mace, miner's pick, pitons (10), rope (50 ft.), 753 gp.
Tactics
During Combat The commoner uses whatever materials are available to avoid melee combat, such as a lantern he can smash to create a fire.
A miner labors long hours in the dark, and spends his earnings freely during rare visits to the surface.