Recruit
Defense
AC: 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
HP: 8 (1d10+3)
Fort: +4 Ref: +0 Will: +0, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants)
Offense
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
Statistics
Str: 13 Dex: 11 Con: 14 Int: 10 Wis: 10 Cha: 7
Base Atk: +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
Description
Dwarf warrior 1
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.
Source: NPC Codex, p. 266
