Male Dwarf Cleric
NG Medium humanoid (dwarf)
Abilities
Str 16 +2 (15 base +1 level)
Dex 10 +0 (9 base +1 level)
Con 14 +2 (11 base,+2 racial +1 level)
Int 10 +0 (10 base)
Wis 22 +5 (17 base, +2 racial +3 level)
Cha 14 +2 (16 base, -2 racial)
Gender (age) race Cleric 6
N Medium humanoid
Init +0 Senses Darkvision 60 ft., Perception +7
DEFENSE
AC 23 touch 10, flat-footed 23 (format is +11 armor, +2 shield)
hp 64hp (6d8+1d10+14 con, +6 favored)
Fort +6, Ref +2, Will +13
OFFENSE
Speed 30 ft.
Melee MW Cold Iron dwarven Waraxe +9 (1d10+3) X3 crit, +2 longsword +10 (1d8+5/19-20 crit), MW Orichalcum Greatsword +9 (2d6+4/ 19-20 crit)
Special Attacks Battle Rage (+3 to hit), Power Attack, Spells
Spells Prepared (CL 6th) (Save DC 16+
3rd-Searing Light, Bestow Curse, Protection from Energy, Glyph of WardingD
2nd-Sound Burst, Summon Monster II, Sheild Other, Lesser Restoration, Resist Energy, Spiritual WeaponD
1st-Sanctuary, Summon Monster 1, Protection from Evil, Comprehend Languages, Magic WeaponD
0-Detect Magic, Stabilize, Mending, Stabilize
STATISTICS
Str 16, Dex 10, Con 14, Int 10, Wis 22, Cha 14
Base Atk +5 CMB +8 CMD 18 (+4 vs bull rush or trip attempt when standing on the ground)
Feats Turning, Power Attack, Combat Casting, Fleet
Skills (14 ranks +6 favored class)
Appraise +5 (2 rank +3 class) (+2 racial for items containing precious metals and gemstones)
Knowledge (Arcana) +4 (1 rank, +3 class)
Knowledge (Religion) +4 (3 ranks, +3 cl, +0 int, +X feat)
Knowledge (Planes) +5 (3 ranks, +3 cl, +0 int, +X feat)
Perception +7 (1 rank +6 wis)
Profession (miner) +10 (1 rank, +3 class, +6 wis)
Sense Motive +11 (2 rank, +3 class, +6 wis)
Spellcraft +5 (2 ranks, +3 cl, +0 , +X feat)
Heal +12 (4 ranks +3 class, +5 wisdom)
Diplomacy +6 (1 rank, +3 class, +2 cha)
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, Power Attack, Combat Casting, Fleet
Skills (14 ranks +6 favored class)
Appraise +5 (2 rank +3 class) (+2 racial for items containing precious metals and gemstones)
Knowledge (Arcana) +4 (1 rank, +3 class)
Knowledge (Religion) +4 (3 ranks, +3 cl, +0 int, +X feat)
Knowledge (Planes) +5 (3 ranks, +3 cl, +0 int, +X feat)
Perception +7 (1 rank +6 wis)
Profession (miner) +10 (1 rank, +3 class, +6 wis)
Sense Motive +11 (2 rank, +3 class, +6 wis)
Spellcraft +5 (2 ranks, +3 cl, +0 , +X feat)
Heal +12 (4 ranks +3 class, +5 wisdom)
Diplomacy +6 (1 rank, +3 class, +2 cha)
Possessions
MW orichalcum Greatsword
MW cold Iron Dwarven War axe
+2 longsword
+1 battle axe
Warhammer
Heavy Pick
Dwarven War Axe
+2 fullplate
Heavy Steel Shield
MW Shovel
Holy symbol Silver
Water skin
Silk rope 50ft
Boots of Springing and Striding
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)