Init: +0. Senses: darkvision 60 ft.; Perception +4. Ac: 10, touch 10, flat-footed 10.
Hp: 22 (4d8+4).
Fortitude: +2. Reflex: +1. Will: +3. Defensive Abilities: orc ferocity.
Speed: 30 ft.. Melee: light hammer +4 (1d4+1). Ranged: light hammer +3 (1d4+1). Strength: 13. Dexterity: 10. Constitution: 12. Intelligence: 12. Wisdom: 8. Charisma: 11.
Base Attack: +3. Cmb: +4. Cmd: 14.
Feats: Power Attack, Skill Focus (Craft [carpentry]).
Skills: Acrobatics +6, Bluff +5, Climb +6, Craft (carpentry) +11, Diplomacy +5, Disable Device +6, Escape Artist +2, Intimidate +9, Knowledge (engineering, local) +8, Perception +4.
Languages: Common, Orc. Special Qualities: orc blood, weapon familiarity. Combat Gear: oil of mending (5), potions of cure light wounds (2), potions of spider climb (2). Other Gear: light hammer, block and tackle, chain (20 ft.), crowbars (2), everburning torch, hammers (2), ladder, masterwork artisan's tools, bits and bridles (2), mules (2), pack saddles (2), wagon, 561 gp.
Tactics
During Combat The expert uses the terrain to his advantage, including ladders and narrow ledges.
A journeyman carpenter is skilled with a hammer, but tries to avoid violence except to defend himself and his family. Tools can be rebuilt or replaced, and he will not waste his life protecting mere objects.
The above stat block can be used for any journeyman whose trade requires skill and strength, such as a blacksmith, stonemason, or teamster. The stat block can also be used for older warriors in orc or hobgoblin tribes who are not as vigorous but are still able to fight.