Graster CR 1

Male Dwarf Cleric

NG Medium humanoid (dwarf)

Abilities
Str 15 +2 (15 base)
Dex 9 -1 (9 base)
Con 13 +1 (11 base,+2 racial)
Int 10 +0 (10 base)
Wis 19 +4 (17 base, +2 racial)
Cha 14 +2 (16 base, -2 racial)


Init -1 ; Senses Perception +4 DV 60 [+6 to taste and touch]

Languages Athalish, Dwarven

AC 15, touch 9, flat-footed 15 (-1 Dex, +4 armor, +2 shield)

hp 9 (1d8 HD (+ 1 Con))

Fort +X (Base +2, Con +1), Ref -1 (Base +0, Dex -1), Will +6 (Base +2, Wis +4)


Spd 20 ft.

Melee
Dwarven Waraxe +2 (1d10+2) or;
Warhammer +2 (1d8+2) or;
Heavy Pick +2 (1d10+2)

Base Atk +0

CMB +2 (+0 BAB, +2 Str)

Special Actions Channel energy 5/day 1d6

Spells Prepared (CL Xth): (Save DC XX + spell level)

1st–2
0–3

Domains War, Rune

Rune Domain

1st Minor Rune (Su): As a standard action, you can create a minor rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 for every two caster levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your caster level or until discharged. You cannot create a rune in a square occupied by another creature.

War Domain

1st Battle Smite (Su): You can touch your deity’s favored weapon and give it the ability to deal a battle smite. For the next 3 rounds, anyone wielding the weapon may add an enhancement bonus on one damage roll equal to 1/2 your caster level for one attack roll. The target must decide to use this ability before rolling to attack. This effect fades after 3 rounds or when the battle smite is used. Once a wielder has used a battle smite, he can gain no further benefit from it for 1 day.


Feats Turning Smite

Skills
Knowledge (Religion) +4 (1 ranks, +3 cl, +0 int, +X feat)
Knowledge (Planes) +4 (1 ranks, +3 cl, +0 int, +X feat)
Spellcraft +4 (1 ranks, +3 cl, +0 , +X feat)

Possessions Scale Mail, Dwarven Waraxe, Heavy Pick, Warhammer, Heavy Steel Shield


Special Abilities

Darkvision 60 ft.
Stonecunning (stone-related Profession = class skill. +2 to Perception to notice unusual stonework [traps/hidden doors located in stone walls/floors]. Receive a check to notice these when passing within 10 feet of them, looking or not.)
Keen senses (+2 taste/touch perception)
Greed (Appraise = class skill to determine the price of nonmagical goods with precious metals/gemstones)
Hearty (+2 vs. poison/spells/spell-like abilities)
Weapon Familiarity (Battleaxes, heavy picks, warhammers; anything “dwarven” = martial weapon)
Hatred (+1 to attack vs. orc/goblin subtype)
Defensive Training (+2 to dodge vs. giant type)
Stability (+4 to combat maneuver when resisting bull rush or trip attempt when standing on the ground)

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