Kharesh Hammerfist, dwarven monk
Kharesh felt the resounding thud associated with pushing someone. In the chaos and swirling images, there was no way to be positive what (or who) he had struck, but it was moot - some of the fog in his brain was lifting, and he could see again. While he still felt fuzzy, at least he could see a clear target in front of him. Prepared to get back into the conflict, a wave of foul stench washed over him, and his stomach roiled in protest, almost emptying the meager contents from his earlier snack. He considered for a moment, then turned his head and tried to clear the sick with a giant heave.
Once his attempt was complete, Kharesh leaned in and struck out with three rapid strikes from his stance. He normally would have spent more time trying to understand what was going in, but given the horror of the situation, there wasn't much time for chatting through the problem. These things not only looked evil, they felt wrong.
Round 2 Confusion is gone, but Sickened is active for a round, and stupefied will continue for just under a minute
Action 1: Retch and try to clear sickened for this round: Fort vs DC17 - (1d20+6)[23]
Action 2: Flurry of blows vs X1 Attack 1 - (1d20+6)[14], Damage - (1d8+4)[12]; Attack 2 - (1d20+1)[3], Damage - (1d8+4)[8]
Action 3: Take cover, using the stall in N10 (+4 AC?).
EDIT: If the sickened condition is gone, add +1 to both attack rolls.
Effects / Status / Conditions: Sickened 1 (-1 to all checks/DCs, 1 round); Stupefied 2 (-2 on Int/Wis/Cha checks/DCs, 10 rnds); Stance (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)
Spoiler: Crunch& Status
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AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 (+5) Per +5 / Move 20’ (15')
Abilities: Str 18 Dex 14 Con 14 Int 10 Wis 14 Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)