Graster 4

Male Dwarf Cleric

NG Medium humanoid (dwarf)

Str 15 +2 (15 base)
Dex 10 +0 (9 base +1 level)
Con 14 +w (11 base,+2 racial +1 level)
Int 10 +0 (10 base)
Wis 20 +5 (17 base, +2 racial +1 level)
Cha 14 +2 (16 base, -2 racial)

Init +0 ; Senses Perception +5 DV 60

Languages Athalish, Dwarven

AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield)

hp 36 (4d8 HD (+ 8 Con +4 favored class))

Fort +6 (Base +4, Con +2), Ref +1 (Base +1, Dex +0), Will +9 (Base +4, Wis +5)

Spd 20 ft.

MW Cold Iron Dwarven Waraxe +6 (1d10+2) or;
+1 Battle Axe +6 (1d8+3)
Warhammer +5 (1d8+2) or;
Heavy Pick +5 (1d10+2)

Base Atk +3

CMB +5 (+3 BAB, +2 Str) CMD 15

Special Actions Channel energy 5/day 2d6

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


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, Fleet

Skills (8 ranks +4 favored class)

Appraise +6 (1 rank +3 class +2 racial)
Knowledge (Arcana) +4 (1 rank, +3 class)
Knowledge (Religion) +4 (1 ranks, +3 cl, +0 int, +X feat)
Knowledge (Planes) +5 (2 ranks, +3 cl, +0 int, +X feat)
Profession (miner) +9 (1 rank, +3 class, +5 wis)
Spellcraft +4 (1 ranks, +3 cl, +0 , +X feat)
Heal +12 (4 ranks +3 class, +5 wisdom)
Diplomacy +6 (1 rank, +3 class, +2 cha)

MW orichalcum Greatsword
MW cold Iron Dwarven War axe
+1 battle axe
Heavy Pick
Dwarven War Axe
MW fullplate
Heavy Steel Shield
Mw Shovel
Holy symbol Silver
Water skin
Silk rope 50ft

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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