XP 200

Mâle dwarf cleric of Torag 1

LG Medium humanoid (dwarf)

Init +0; Senses darkvision 60 ft., Perception +4

Aura aura of good, aura of law


AC 19, touch 10, flat-footed 19 (+8 armor, +1 shield)

hp 10 (1d8+2)
Fort +5, Ref +1, Will +7, +2 trait bonus vs. charm and compulsion effects., +2 vs. poison, spells, and spell-like abilities

Defensive Abilities resistant touch(7/day);

Speed 20 ft.
Melee shield, light steel -2 (1d3+1)
Melee masterwork warhammer +3 (1d8+2/x3)
Ranged alchemist's fire (flask) +0 (1d6-2)
Ranged sling +0 (1d4+2)
Melee gauntlet +2 (1d3+2)

Space 5 ft.; Reach 5 ft.

Special Attacks channel positive energy(1d6, DC 10, 3/day)

Domain Power Spell-Like Abilities Resistant Touch(7/day), Touch of Good(7/day)

Cleric Spells Prepared (CL 1st, concentration +7):

1st—bless, magic weapon, protection from evil D

0 (at will)—read magic, spark APG (DC 14), stabilize

D Domain spell; Domains Good, Protection

Str 14, Dex 10, Con 15, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 12(16 vs. bull rush)(16 vs. trip)

Feats Armor Proficiency, Heavy

Skills Acrobatics -8 , Acrobatics (Jump) -12 , Climb -6 , Craft (Armor) +4 , Diplomacy +4 , Escape Artist -8 , Fly -8 , Knowledge (Religion) +4 , Ride -8 , Stealth -8 , Swim -6

Languages Common, Dwarven

SQ aura, aura of good, aura of law, defensive training, greed, hardy, hatred, orisons, spontaneous casting, stability, steady, stonecunning, touch of good (7/day), weapon familiarity

Combat Gear alchemist's fire (flask), rations (trail/per day); Other Gear half-plate, shield, light steel, masterwork warhammer, alchemist's fire (flask), sling, outfit (explorer's), holy symbol (iron), backpack, common, holy text (typical), rope (silk/50 ft.), bullet, sling (10)


Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Good (Ex) You project a faint good aura.

Aura of Law (Ex) You project a faint lawful aura.

Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 3 times per day.

Current Prestige Points (4x) The character has 4 current prestige points.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.


Fame (4x) The character has accumulated 4 Fame. Maximum Item Cost: 0 gp

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 7 times per day.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times per day.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.