Init: +0. Senses: darkvision 60 ft.; Perception +1. Ac: 18, touch 10, flat-footed 18 (+6 armor, +2 shield).
Hp: 8 (1d10+3).
Fortitude: +4. Reflex: +0. Will: +0; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants).
Speed: 20 ft.. Melee: dwarven waraxe +3 (1d10+1/×3) or dagger +2 (1d4+1/19–20). Ranged: light crossbow +1 (1d8/19–20). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids. Strength: 13. Dexterity: 11. Constitution: 14. Intelligence: 10. Wisdom: 10. Charisma: 7.
Base Attack: +1. Cmb: +2. Cmd: 12 (16 vs. bull rush or trip).
Feats: Weapon Focus (dwarven waraxe).
Skills: Intimidate +2, Perception +1 (+3 to notice unusual stonework).
Languages: Common, Dwarven. Combat Gear: alchemist's fire. Other Gear: chainmail, heavy wooden shield, dagger, dwarven waraxe, light crossbow with 20 bolts, 12 gp.
Tactics
During Combat The warrior prefers melee combat and working with other soldiers. He uses alchemist's fire against targets resistant to weapon damage.
Filled with bluster and swagger, a recruit lacks the discipline of an experienced soldier and can quickly lose resolve if he finds himself in over his head. A recruit works best in a large group under a strong leader who can keep all the soldiers in line and working together.
Left to his own devices, a recruit becomes bored and looks for entertainments such as drinking and gambling to pass the time.