Donagar escaped from captivity and now pursues the goal of traveling and liberating others who are bound in captivity. Thus the domains he has as a cleric are related to travel and liberation.
attack [dice] 1d20+6[/dice]
damage [dice] 1d10+4[/dice]
+2 Constitution, +2 Wisdom, –2 Charisma:
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: 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.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
God's and Magic (Chronicles) has a range of small but flavorful bonuses/extras for the followers of all major gods.
Clerics of Cayden can make ale with create water and may spontaneously cast knock as a first level spell (but only to open chains/shackles/manacles that are used to imprison or hobble someone).
Channel positive energy
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Channel positive energy
Hit points 60
two handed swinger 20
+10 75 lbs.
**-worn at night
Two handed swinger
Heavy Flail Mwk
10 lbs. B disarm, trip
Heavy steel shield
Battle Axe Mwk
6 lbs. S
steel shield, heavy
mwk stone plate
flint & steel
Rations (10) days
holy symbol (wooden) 10 assorted places
1. Create Water
2. Detect Magic
4. Purify food and Drink (especially drink)
First Level spells
-regular----Hide from undead
-regular----Command ("flee" from me!)
-bonus------shield of faith
Second Level spells
-regular----Weapon of Awe
-bonus------Calm Emotions (Lets' have a drink instead!)
Third level spells
regular---blessing of the mole
You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Armor Proficiency, Heavy (Combat)
You are skilled at wearing heavy armor.
Prerequisites: Light Armor Proficiency, Medium Armor Proficiency.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.
Special: Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.
Craft Wand (Item Creation)
You can create magic wands.
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.
Ruthless (Dwarven Racial Trait)
You never hesitate to strike a killing blow.
Benefit: You gain a +1 trait bonus on attack rolls to confirm critical hits.
In your hand a whip has a life of its own, wrapping around pillars and beams with ease.
Benefit: You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.
Source Adventurer's Armory 31
wand of cure light wounds 20-4 charges
Lesser Empowered Metamagic Rod
Aura strong (no school); CL 17th
Slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater); Weight 5 lbs.
DESCRIPTIONThe wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.
Requirements Craft Rod, Empower Spell; Cost 4,500 gp (lesser), 16,250 gp (normal), 36,500 gp (greater)
Empower Spell (Metamagic)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell's actual level.)
Ring of water breathing (gift)
Permanent comprehend languages 2,950 gold
Heightened continual flame spell within a water-proof locket 350 gold
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud.
On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.