Dwarf Fighter

Edrukk Thorvirgun's page

1,588 posts. Alias of Pixie Rogue.


Classes/Levels

Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

About Edrukk Thorvirgun

Male dwarf warpriest of Gorum 9
CN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
--------------------
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 99 (9d8+27)
Fort +8, Ref +4, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, sacred armor (+1, 9 minutes/day)
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Offense
--------------------
Speed 20 ft.
Melee +2 greatsword +16 (4d6+18/19-20) power attack, vital strike, furious focus or
. . +2 greatsword +16/9 (2d6+18/19-20) power attack, furious focus or
. . morningstar +13 (2d8+11) power attack, vital strike, furious focus or
. . morningstar +13/6 (1d8+11) power attack, furious focus or
. . spiked gauntlet +13 (2d4+11) power attack, vital strike, furious focus or
. . spiked gauntlet +13/6 (1d4+11)
Ranged +1 light crossbow +9 (2d8+1/19-20) vital strike or
. . +1 light crossbow +7 (2d8+5/19-20) deadly aim, vital strike or
. . +1 light crossbow +7/2 (1d8+5/19-20) deadly aim, rapid reload or
. . +1 light crossbow +9/4 (1d8+1/19-20) rapid reload
Special Attacks blessings 7/day, channel positive energy 3/day (DC 17, 3d6), fervor 7/day (3d6), hatred, sacred weapon (+2 1d8, 9 rounds/day)
Warpriest Spells Prepared (CL 9th; concentration +12)
. . 3rd—dispel magic, dispel magic, communal resist energy[UC], greater stunning barrier[ACG] (DC 16)
. . 2nd—communal endure elements[UC], grace[APG] (2), communal protection from evil[UC], spiritual weapon
. . 1st—divine favor (3, 1 used), moment of greatness[UC], murderous command[UM] (DC 14), stunning barrier[ACG] (DC 14)
. . 0 (at will)—detect magic, guidance, mending, read magic, stabilize
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Statistics
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Str 24, Dex 13, Con 14, Int 10, Wis 17, Cha 10
Base Atk +6; CMB +13; CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Cleave, Deadly Aim, Furious Focus[APG], Power Attack, Quick Draw, Rapid Reload, Vital Strike, Weapon Focus (greatsword), Weapon Focus (light crossbow)
Skills Acrobatics -2 (-6 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Diplomacy +4, Heal +10, Intimidate +5, Knowledge (arcana) +1, Knowledge (engineering) +4, Knowledge (history) +2, Knowledge (planes) +2, Knowledge (religion) +5, Perception +5 (+7 to notice unusual stonework), Ride +2, Sense Motive +8, Spellcraft +5, Survival +7, Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ blessings (destruction: destructive attacks, heart of carnage, war: battle lust, war mind)
Other Gear +1 chain shirt, +3 breastplate, +1 light crossbow, +2 greatsword, crossbow bolts (40), morningstar, spiked gauntlet, spiked gauntlet, belt of giant strength +2, masterwork backpack[APG], traveler's outfit, 82 gp
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Special Abilities
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Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fervor (3d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Due to Furious Focus feat, no penalty to first attack of the round.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Reload (Light crossbow) You can reload fast with Light Crossbows.
Sacred Armor +1 (9 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (9 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 3d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Old Character Sheet WAR 7:

Status line: Warpriest 7; 37/77 hp; F7 R4 W8
Edrukk, Warpriest 7
Description
64 years old
4' 4" tall
199 pounds

Edrukk is the son of a well-respected weaponsmith and has several brothers that have taken up the craft. Edrukk, however, was always more interested in the use of the weapons than in their creation. His father, sensing a chance for a different sort of fame for the family, allowed his son to pursue training as a warrior. It was through some of the others in his class that he came to be familiar with Gorum and found something there, something that fit him better than the tales of Torag and his forge. He even meditated on what he was feeling, trying to sort out his emotions, and eventually realized what he'd been denying -- his heart belonged to the Lord in Iron, not the Forgefather. He has devoted himself to his god since that time.

Despite his disappointment at who his son worshiped, Thorvir was still proud that one of his sons was able to channel the divine. Better that it had been Torag, but the power of a god is significant, regardless of which it might be.

In order to follow his god's path, Edrukk felt the need to leave their largely peaceful tunnels and go to where Gorum's glory could be witnessed - on the field of battle. Several years of traveling with mercenary companies led him to the Forcastle Watch, where he joined the garrison just over a year ago. He still has not found what he seeks, so when his contract was up for renewal, he chose to strike out on his own, going to the village of Wolfstone after hearing rumors of adventure and gold. Thus far, all he has seen are thugs and thieves, but he still has a little coin and can afford to be patient. Besides, after judicious application of his mace to the head of a mugger on his first night in town, the scoundrels have largely left him alone...

Init +1
Senses Perception +4 (+2 Stonecunning)
Darkvision 60'
Speed 20 ft

DAILY ABILITIES
Sacred Weapon bonus 7 rds/day (+1 enhancement bonus) (3 used)
Swift action to apply bonus

Sacred Armor bonus 7 min/day (+1 enhancement bonus)
Swift action to apply bonus

Fervor 6/day, 5 used
Swift action to heal self; Std to heal ally (2d6 healing)
Swift action to cast a prepared spell, only on self
Two uses to channel energy

Blessings 6/day, 2 used
Minor Destruction Blessing (Std action; Touched ally gains morale bonus to damage = CL/2 for one minute)
Minor War Blessing (Std action; Touched ally chooses +10' base land speed, +1 dodge bonus to AC, +1 insight bonus to attacks, or +1 luck bonus to saves for one minute)

DEFENSE
Daytime AC 20, touch 11, flat-footed 18 (Dex +1, Armor +9)
Night-time AC 16, touch 12, flat-footed 14 (Dex +2, Armor +5)
+4 dodge bonus vs. monsters of giant subtype
hp 77 (7d8 [warpriest, max]+14 [CON]+7 [favored]) wounds 0
Max hp per level

If enlarged:
Daytime AC 19, touch 10, flat-footed 18
AC 17, touch 10, flat-footed 16 (Size -1, Dex +1, Armor +7)
+4 dodge bonus vs. monsters of giant subtype

Saves:
Fort +7 (+5 [warpriest 7]+2 [CON])
Ref +4 (+2 [warpriest 7]+2 [DEX])
Will +8 (+5 [warpriest 7]+3 [WIS])
+2 to saving throws vs poison, spells, and spell-like abilities

OFFENSE
Base Atk +5, Melee +8, Ranged +7
Sacred Weapon Damage 1d8
+1 to attack humanoid creatures of the orc or goblinoid subtypes
CMB +8 (+5 [BAB]+0 [size]+3 [STR])
CMD 20 (10 [base]+5 [BAB]+0 [size]+3 [STR]+2 [DEX])
+4 racial bonus to CMD vs bull rush or trip

If enlarged,
CMB +9 (+5 [BAB]+1 [size]+4 [STR])
CMD 21 (10 [base]+5 [BAB]+1 [size]+4 [STR]+1 [DEX])
+4 racial bonus to CMD vs bull rush or trip

Melee +2 greatsword, sacred weapon, +11 (2d6+6, 19-20/x2)
Melee +2 greatsword, sacred weapon, power attack, furious focus +11 (2d6+12, 19-20/x2)
Melee +2 greatsword, sacred weapon, power attack, furious focus, vital strike +11 (4d6+12, 19-20/x2)
Melee light mace +8 (1d8+3, 20/x2)

If enlarged:
Melee +2 greatsword, sacred weapon, +11 (3d6+6, 19-20/x2)
Melee +2 greatsword, sacred weapon, power attack, furious focus +11 (3d6+12, 19-20/x2)
Melee +2 greatsword, sacred weapon, power attack, furious focus, vital strike +11 (6d6+12, 19-20/x2)
Melee light mace +8 (1d8+4, 20/x2)

Ranged +1 light crossbow, sacred weapon, weapon focus +10 (1d8+1, 19-20/x2)
Ranged +1 light crossbow, sacred weapon, weapon focus, point blank shot +11 (1d8+2, 19-20/x2)
Ranged +1 light crossbow, sacred weapon, weapon focus, deadly aim +9 (1d8+5, 19-20/x2)
Ranged +1 light crossbow, sacred weapon, weapon focus, deadly aim, point blank shot +10 (1d8+6, 19-20/x2)

FEATS, SKILLS, ABILITIES, LANGUAGES
Ability Scores: Str 14 (16), Dex 14, Con 14, Int 12, Wis 16, Cha 10

Feats: Weapon Focus (light crossbow) [class bonus], Deadly Aim [1st], Power Attack [class bonus - 3rd], Furious Focus [3rd], Quick Draw [5th], Vital Strike [class bonus - 6th], Rapid Reload [7th], Planned: Improved Critical (Greatsword)

Skill points: 14 [warpriest] + 7 [ability] + 0 [favored]

Class skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str)

Acrobatics -2 = +0 [rank]+1 [ability]-3 [armor]
Acrobatics (jump) -6 = +0 [rank]+1 [ability]-3 [armor]-4 [speed]
Appraise +3 = +2 [rank]+1 [ability]
Appraise (Precious metals and gems) +5 = +2 [rank]+1 [ability]+2 [racial]
Bluff +1 = +0 [rank]+1 [ability]
Climb -1 = +0 [rank]+0 [class]+2 [ability]-3 [armor]
Craft (any) -1 = +0 [rank]+0 [class]+1 [ability]-2 [equipment]
Diplomacy +5 = +1 [rank]+3 [class]+1 [ability]
Disable Device -2 = +0 [rank]+1 [ability]-3 [armor]
Escape Artist -2 = +0 [rank]+1 [ability]-3 [armor]
Fly -2 = +0 [rank]+1 [ability]-3 [armor]
Handle Animal (trained only) = +0 [rank]+0 [class]+2 [ability]
Heal +9 = +4 [rank]+3 [class]+3 [ability]
Intimidate +1 = +0 [rank]+0 [class]+1 [ability]
Knowledge (Arcana) +2 = +1 [rank]+1 [ability]
Knowledge (Engineering) +5 = +1 [rank]+3 [class]+1 [ability]
Knowledge (History) +3 = +2 [rank]+1 [ability]
Knowledge (Religion) +6 = +2 [rank]+3 [class]+1 [ability]
Knowledge (The Planes) +3 = +2 [rank]+1 [ability]
Linguistics +1 = +0 [rank]+0 [class]+1 [ability]
Perception +4 = +1 [rank]+3 [ability]
Perception (Unusual stonework) +6 = +1 [rank]+3 [ability]+2 [race]
Ride +5 = +1 [rank]+3 [class]+1 [ability]
Sense Motive +3 = +0 [rank]+0 [class]+3 [ability]
Sleight of Hand -2 = +0 [rank]+1 [ability]-3 [armor]
Spellcraft +6 = +2 [rank]+3 [class]+1 [ability]
Stealth -2 = +0 [rank]+1 [ability]-3 [armor]
Survival +7 = +1 [rank]+3 [class]+3 [ability]
Swim +3 = +1 [rank]+3 [class]+2 [ability]-3 [armor]

SQ: Favored Class (Warpriest - +7 hit point), Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity, Aura (Chaos 7), Minor Blessings (Destruction, War) 3+CL/2=6/day, Focus Weapon (Light Crossbow), Orisons, Sacred Weapon +1 (greatsword, light crossbow; brilliant energy, defending, disruption, flaming, frost, keen, shock, anarchic, vicious; 7 rds/day), Fervor 2d6 (CHA MOD+CL/2=5/day), Bonus feat (2x), Channel Energy (2/day or 2 uses of Fervor, Will DC 10+CL/2+CHA MOD=15), Sacred Armor +1 (energy resistance (normal +2, improved +4, or greater +5), fortification (light, medium, heavy), glamered +1, spell resistance (13, 15, 17, 19); CL min/day, Spontaneous Casting (Cure spells), Chaotic, Evil, Good spells, Bonus Languages,

Languages Common, Dwarven, Giant

GEAR
Combat Gear
Other Gear Masterwork Backpack, bedroll, trail rations (14), crossbow bolts (40), +1 light crossbow, +2 greatsword, morningstar, spiked gauntlet (2), belt of giant strength +2, explorer's outfit, "clean" traveler's clothes, 486 gp

Encumbrance 61.0 + coin
Light Load 58
Medium Load 59 - 116
Heavy Load 117 - 175

SPELLS
Close range: 25 + 5 * CL/2 = 40'
Medium range: 100 + 10 * CL = 170'
Long range: 400 + 40 * CL = 780'

Concentration +10 = +7 [caster level]+3 [ability]

WARPRIEST
Cantrips (0-level), at will (CL 7)
5 prepared/day; base DC 13
Detect Magic
Guidance
Read Magic
Stabilize
Stunning Barrier

WARPRIEST
4 1st-level (CL 7); base DC 14
Divine Favor (2x)
Moment of Greatness (1x)
Murderous Command (1x)

WARPRIEST
3 2nd-level (CL 7); base DC 15
Grace (1x)
Protection from Evil, Communal (1x)
Spiritual Weapon (1x)

WARPRIEST
1 3rd-level (CL 7); base DC 16
Dispel Magic (1x)

REWARDS
Fast track XP 1300
Experience Points: 1236
167xp for orcs in the corridors
300xp for orcs in the courtyard
333xp for night-time orc attack
133xp for spider squashin'
83xp for false crypt pit trap
100xp for crossbow trap
64xp for new game (per DM)
Hero Points: 2
1hp for starting character
1hp for orcs in the courtyard
1hp for night-time orc attack
-1hp used

Old Character Sheet CLR 6:
Cleric 6 of Gorum (Domains Strength, War); 64/66 hp

Description
64 years old
4' 4" tall
199 pounds

Edrukk is the son of a well-respected weaponsmith and has several brothers that have taken up the craft. Edrukk, however, was always more interested in the use of the weapons than in their creation. His father, sensing a chance for a different sort of fame for the family, allowed his son to pursue training as a warrior. It was through some of the others in his class that he came to be familiar with Gorum and found something there, something that fit him better than the tales of Torag and his forge. He even meditated on what he was feeling, trying to sort out his emotions, and eventually realized what he'd been denying -- his heart belonged to the Lord in Iron, not the Forgefather. He has devoted himself to his god since that time.

Despite his disappointment at who his son worshiped, Thorvir was still proud that one of his sons was able to channel the divine. Better that it had been Torag, but the power of a god is significant, regardless of which it might be.

In order to follow his god's path, Edrukk felt the need to leave their largely peaceful tunnels and go to where Gorum's glory could be witnessed - on the field of battle. Several years of traveling with mercenary companies led him to the Forcastle Watch, where he joined the garrison just over a year ago. He still has not found what he seeks, so when his contract was up for renewal, he chose to strike out on his own, going to the village of Wolfstone after hearing rumors of adventure and gold. Thus far, all he has seen are thugs and thieves, but he still has a little coin and can afford to be patient. Besides, after judicious application of his mace to the head of a mugger on his first night in town, the scoundrels have largely left him alone...

Init +1
Senses Perception +4 (+2 Stonecunning)
Darkvision 60'
Speed 20 ft

DAILY ABILITIES

Spoiler:

Spell points: 21 [6th-level]+3 [WIS bonus]
Orison: 2
Open Pool: 11 (3 used for Resist Energy, 3 used for Bull's STR, 4 used for Dispel Magic, 1 for Blindness cont'd)
Reserved Pool: 11 (3 for Blindness)
Domain Pool: 6
Channel positive energy (3d6, DC 13): 1 of 6 remain
Strength surge (+3 to melee attacks, 1 round): 5 of 6 remain
Battle rage (+3 to melee damage, 1 round): 5 of 6 remain
Spells:
**Detect Magic, at will
**Stabilize, at will

DEFENSE

Spoiler:

AC 18, touch 11, flat-footed 17 (Dex +1, Armor +7)
+4 dodge bonus vs. monsters of giant subtype
hp 66 (6d8 [cleric, max]+12 [CON]+6 [favored])
Max hp per level

If enlarged:
AC 16, touch 9, flat-footed 16 (Size -1, Dex +0, Armor +7)
+4 dodge bonus vs. monsters of giant subtype

Saves:
Fort +7 (+5 [cleric 3]+2 [CON])
Ref +3 (+2 [cleric 3]+1 [DEX])
Will +8 (+5 [cleric 3]+3 [WIS])
+2 to saving throws vs poison, spells, and spell-like abilities

OFFENSE

Spoiler:

Base Atk +4, Melee +6, Ranged +5
+1 to attack humanoid creatures of the orc or goblinoid subtypes
CMB +6 (+4 [BAB]+0 [size]+2 [STR])
CMD 17 (10 [base]+4 [BAB]+0 [size]+2 [STR]+1 [DEX])
+4 racial bonus to CMD vs bull rush or trip

If enlarged,
CMB +8 (+4 [BAB]+1 [size]+3 [STR])
CMD 18 (10 [base]+4 [BAB]+1 [size]+3 [STR]+0 [DEX])
+4 racial bonus to CMD vs bull rush or trip

Melee +1 greatsword +7 (2d6+4, 19-20/x2)
Melee light mace +6 (1d6+2, 20/x2)
If enlarged:
Melee +1 greatsword +7 (3d6+5, 19-20/x2)
Melee light mace +6 (1d8+3, 20/x2)

Ranged mw light crossbow +6 (1d8, 19-20/x2)

FEATS, SKILLS, ABILITIES, LANGUAGES

Spoiler:

Ability Scores: Str 14, Dex 13, Con 14, Int 12, Wis 16, Cha 12

Feats: Combat Casting [1st], Selective Channeling [3rd], Extra Channeling [5th]

Skill points: 12 [cleric] + 6 [ability] + 0 [favored]

Class skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)

Acrobatics -2 = +0 [rank]+1 [ability]-3 [armor]
Acrobatics (jump) -6 = +0 [rank]+1 [ability]-3 [armor]-4 [speed]
Appraise +6 = +2 [rank]+3 [class]+1 [ability]
Appraise (Precious metals and gems) +8 = +2 [rank]+3 [class]+1 [ability]+2 [racial]
Bluff +1 = +0 [rank]+1 [ability]
Climb -1 = +0 [rank]+2 [ability]-3 [armor]
Craft (any) -1 = +0 [rank]+0 [class]+1 [ability]-2 [equipment]
Diplomacy +5 = +1 [rank]+3 [class]+1 [ability]
Disable Device -2 = +0 [rank]+1 [ability]-3 [armor]
Escape Artist -2 = +0 [rank]+1 [ability]-3 [armor]
Fly -2 = +0 [rank]+1 [ability]-3 [armor]
Heal +9 = +4 [rank]+3 [class]+3 [ability]
Intimidate +1 = +0 [rank]+1 [ability]
Knowledge (Arcana) +6 = +2 [rank]+3 [class]+1 [ability]
Knowledge (History) +6 = +2 [rank]+3 [class]+1 [ability]
Knowledge (Religion) +6 = +2 [rank]+3 [class]+1 [ability]
Knowledge (The Planes) +6 = +2 [rank]+3 [class]+1 [ability]
Linguistics +1 = +0 [rank]+0 [class]+1 [ability]
Perception +4 = +1 [rank]+3 [ability]
Perception (Unusual stonework) +6 = +1 [rank]+3 [ability]+2 [race]
Sense Motive +3 = +0 [rank]+3 [ability]
Sleight of Hand -2 = +0 [rank]+1 [ability]-3 [armor]
Spellcraft +6 = +2 [rank]+3 [class]+1 [ability]
Stealth -2 = +0 [rank]+1 [ability]-3 [armor]
Survival +3 = +0 [rank]+3 [ability]
Swim -1 = +0 [rank]+2 [ability]-3 [armor]

SQ: Favored Class (Cleric - +6 hit point), Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity, Aura (Chaos 6), Channel Energy (3d6, 3+Cha Mod/day+Extra Channel = 6/day), Strength Domain (Strength Surge: 3+Wis Mod/day = 6/day, Std Act, Grant CL/2 bonus to melee attacks, CMB re: STR, STR checks, 1 rd), War Domain (Battle Rage: 3+Wis Mod/day = 6/day, Std Act, Grant CL/2 bonus to melee damage, 1 rd), Orisons, Spontaneous Casting (Healing spells)

Languages Common, Dwarven, Giant

GEAR

Spoiler:

Combat Gear
Other Gear Backpack, bedroll, crossbow bolts (20), masterwork light crossbow, +1 greatsword, light mace, explorer's outfit, trail rations (6), "clean" traveler's clothes, 2083 gp

Buccaneer's Breastplate: Aura moderate transmutation; CL 9th; Price 23,850 gp; Weight 30 lbs. DESCRIPTION - This +1 breastplate is made of bluish metal and decorated with wave motifs. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.

Encumbrance 61.0 + coin
Light Load 58
Medium Load 59 - 116
Heavy Load 117 - 175

SPELLS

Spoiler:

Close range: 25 + 5 * CL/2 = 35'
Medium range: 100 + 10 * CL = 150'
Long range: 400 + 40 * CL = 600'

CLERIC
Cantrips (0-level), at will (CL 6)
2 Selected, costing 2 points
0 Bleed
0 Create Water
1 Detect Magic
0 Detect Poison
0 Guidance
0 Light
0 Mending
0 Purify Food and Drink
0 Read Magic
0 Resistance
1 Stabilize
0 Virtue

CLERIC
1st-level (CL 6)
1 Bane
1 Bless
0 Bless Water
0 Cause Fear
1 Comprehend Languages
0 Curse Water
0 Deathwatch
0 Detect Chaos
0 Detect Evil
0 Detect Good
0 Detect Law
1 Detect Undead
1 Divine Favor
1 Doom
1 Endure Elements
1 Entropic Shield
0 Hide from Undead
1 Inflict Light Wounds
1 Magic Stone
1 Obscuring Mist
1 Protection from Evil
0 Protection from Good
0 Protection from Law
1 Remove Fear
1 Sanctuary
1 Shield of Faith
1 Summon Monster I

CLERIC
1st-level domain/cure spells - automatically attuned (CL 6)
1 Cure Light Wounds
1 Enlarge Person
1 Magic Weapon

CLERIC
2 2nd-level (CL 6)
1 Aid
0 Align Weapon
0 Augury
1 Bear's Endurance
0 Calm Emotions
0 Consecrate
1 Darkness
0 Death Knell
0 Delay Poison
0 Desecrate
1 Eagle's Splendor
0 Enthrall
0 Find Traps
1 Gentle Repose
1 Hold Person
0 Inflict Moderate Wounds
1 Make Whole
0 Owl's Wisdom
1 Remove Paralysis
1 Resist Energy
1 Restoration, Lesser
1 Shatter
1 Shield Other
1 Silence
1 Sound Burst
1 Status
1 Summon Monster II
0 Undetectable Alignment
0 Zone of Truth

CLERIC
2nd-level domain/cure spells - automatically attuned (CL 6)
1 Bull's Strength
1 Cure Moderate Wounds
1 Spiritual Weapon (BAB + WIS mod to hit, 1d8 + CL/3; +6, 1d8+1)

CLERIC
3rd-level
0 Badger's Ferocity
1 Bestow Curse
0 Blessing of the Mole
1 Blindness/Deafness
0 Blood Biography
0 Blot
0 Chain of Perdition
0 Continual Flame
1 Create Food and Water
0 Daybreak Arrow
1 Daylight
0 Deadly Juggernaut
1 Deeper Darkness
1 Delay Poison, Communal
0 Discovery Torch
1 Dispel Magic
0 Elemental Speech
0 Enter Image
0 False Alibi
0 Fractions of Heal and Harm
0 Glyph of Warding
0 Guiding Star
0 Helping Hand
0 Inflict Serious Wounds
0 Invisibility Purge
0 Locate Object
0 Lover's Vengeance
0 Magic Circle against Evil
0 Magic Circle against Law
1 Meld into Stone
0 Nap Stack
0 Obscure Object
1 Prayer
0 Protection from Energy
1 Remove Blindness/Deafness
1 Remove Curse
1 Remove Disease
1 Resist Energy, Communal
0 Returning Weapon, Communal
0 Sacred Bond
0 Sands of Time
1 Searing Light
0 Share Language, Communal
0 Sky Swim
0 Speak with Dead
1 Stone Shape
1 Summon Monster III
0 Symbol of Healing
0 Water Breathing
0 Water Walk
0 Wind Wall
0 Wrathful Mantle

CLERIC
3rd-level domain/cure spells - automatically attuned (CL 6)
1 Cure Serious Wounds
1 Magic Vestment

Concentration +9 = +6 [caster level]+3 [ability]
Concentration (combat) +13 = +6 [caster level]+3 [ability]+4 [feat]

REWARDS

Spoiler:

Fast track XP 1300
Experience Points: 1236
167xp for orcs in the corridors
300xp for orcs in the courtyard
333xp for night-time orc attack
133xp for spider squashin'
83xp for false crypt pit trap
100xp for crossbow trap
64xp for new game (per DM)
Hero Points: 2
1hp for starting character
1hp for orcs in the courtyard
1hp for night-time orc attack
-1hp used

RESOURCES

Spoiler:

[spoiler=Spell Points reference]
Bonus spell points: Characters receive bonus spell points equal to their spellcasting ability score modifier (for the ability that would normally determine the class’s bonus spells). A character is limited to a number of bonus spell points equal to the highest level spell he can cast.

Cantrips & Orisons: Preparation spell-point spellcasters can prepare a number of cantrips or orisons. Each cantrip or orison prepared reduces the number of spell points in the spellcaster’s spell pool by 1 until the spellcaster next prepares spells. These spells are cast like any other spells, but once prepared they do not require the spellcaster to expend any points from his spell pool to cast them. Such spells remain prepared until the spellcaster next prepares spells.

Fatigue and Exhaustion: When a spell-point spellcaster has used half his spell points, every spell he casts thereafter has a risk of tiring him. Divide the spellcaster’s spell point total by 50%. This is his open pool, and he suffers no special risks when casting spells using these spell points. The remainder of his spell points are his reserve pool. Each time a spell is cast that uses any spell points from his reserve pool, the spellcaster must make a Will save or become fatigued. If the spellcaster is already fatigued he becomes exhausted, and if already exhausted he falls unconscious. The DC of the Will save is 10 + the number of spell points used from the reserve pool to cast the spell.
The fatigued condition gained as a result of failing the save when using spell points from the reserve pool cannot be cured, healed, or removed until the spellcaster has regained his spell points. Magic abilities that would normally remove fatigue effects (such as a lesser restoration or a lay on hands with the fatigue mercy) instead suspend the effect for 5 minutes per caster level (or character level in the case of supernatural abilities).
When the spellpoint spellcaster regains his spell points and his reserve pool is full, all fatigue conditions gained by using reserve points end.

Divine Attunement: For each spell level they can cast above 0 level spells, these divine casters are limited to being attuned to a number of spells equal to their Wisdom score. (Not their Wisdom modifier, but the actual full ability score). Spell attunement takes place when the spellcasters pray or meditate to regain spellpoints for the day. Some classes are always considered attuned to one or more set of spells (such as a cleric’s domain spells), and these do not count against a divine spellcaster’s total attunement limit.

Eldritch Dissonance: For preparation spell-point spellcasters, eldritch dissonance makes casting the same spell repeatedly increasingly difficult. This is because the dissonance is attuned specifically to the spell that created it, and the interference requires more spell energy to cut through and create the desired spell effect. As a result, each time after the first a preparation spell-point spellcaster casts the same spell since restoring his spell pool, it costs additional spell points equal to its level.

Metamagic Feats: Spell-point spellcasters handle metamagic feats slightly differently than typical spellcasters. In all cases, the spell-point spellcaster calculates the effective spell level of a spell + its metamagic feats, and calculates its spell point cost based on that level. A spell is never considered lower than its base level when calculating its cost with metamagic feats, no matter what traits, feats, or abilities the spellcaster has that might lower its effective level with metamagic. Like standard spellcasters, spell-point spellcasters cannot use metamagic feats to boost a spell’s effective level to be higher than the highest-level spell the character can cast.
Since spell-point spellcasters all choose spells as they cast them, they can choose when they cast their spells whether to apply their metamagic feats to improve them. This takes more than casting a regular
spell. If the spell’s normal casting time is a standard action, casting a metamagic version is a full‑round action. (This isn’t the same as a 1‑round casting time.)
The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat. For a spell with a longer casting time, it takes an extra full‑round action to cast the spell.
For example, Xasha has managed to get grappled by bandits (a not uncommon occurrence), and can’t use her hands. She wants to use charm person on the bandits, but needs to bypass its somatic components. Since she knows Still Spell, Xasha decides to cast a Still charm person. This has an effective spell level of 2nd, so it costs her 3 spell points, and requires a full-round action.
A metamagic version of a spell is still considered the same spell for purposes of eldritch dissonance.
For spontaneous spell-point spellcasters this is easy to handle, since each additional casting of a spell simply costs 1 more spell point. Thus in the example above, if Xasha has already cast normal charm person spells twice earlier in the same day, her Still charm person is going to cost 2 more spell points (5 total).
For preparation spell-point spellcasters it is slightly more complex. The additional cost of having cast a spell multiple times is always based on its original spell level. Thus, whenever adding one or more metamagic feats to a spell, the preparation spellcaster calculates what the spell’s cost would be without the metamagic feat, then adds 1 spell point per level adjustment of the metamagic feat. Using metamagic feats multiple times in the same day does not increase the cost of adding the feat itself – only casting the same spell (regardless of metamagic) multiple times creates eldritch dissonance.

Recovering Spell Points: Each day, spell-point spellcasters must focus their minds on the task of regaining their spell points. An arcane spell-point spellcaster needs 8 hours of rest. The spellcaster does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to regaining his spell points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining any spell points.
After resting, an arcane preparation spellcaster must have enough peace, quiet, and comfort to allow for proper concentration. The spellcaster’s surroundings need not be luxurious, but they must be free from distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. After an hour of study, the preparation spellcaster regains spell points used the day before, and resets all spell point costs to their base cost (all eldritch dissonance is removed -- see Eldritch Dissonance, above).
Characters who learn spells by adding them to a specific source (such as a wizard’s spellbook or a witch’s familiar) must have access to that source to reset the cost of spells suffering eldritch dissonance.
Without this source, these spells retain any eldritch dissonance gained from casting them previously.
An arcane spontaneous spell-point spellcaster needs only spends 15 minutes concentrating after resting. During this period, the spellcaster regains his spell points, and the cost of all his spells returns to its base cost (all eldritch dissonance is removed -- see Eldritch Dissonance, above). Without such a period to refresh herself, the character does not regain the spell points used up the day before.
A divine spell-point spellcaster must meditate or pray for his spells. Each divine spell-point spellcaster must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell points, reset his spell point costs to their base level (ending any additional cost from eldritch dissonance), and attune to spells of his choice if he is a preparation spellcaster (see Divine Attunement, above). Time spent resting has no effect on whether a divine spell-point spellcaster can regain spell points.
No spell-point spellcaster can regain spell points more than once per day.

Cleric Spell-Point Spellcasting
A cleric is a preparation spellcaster that casts divine spells drawn from the cleric/oracle spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells in the Pathfinder Roleplaying Game Core Rulebook. A cleric may cast any spell he is attuned to (see Divine Attunement, above), as long as he has the spell points to do so. To attune to or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. A cleric gains bonus spell points equal to his Wisdom bonus (to a maximum of the highest level spell he can cast). The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. A cleric has a limited number of spell points in a spell pool. To cast a 1st level or higher spell he is attuned to, a cleric must expend a number of spell points equal to the spell’s level +1. Thus, to cast a 1st level spell a cleric must expend 2 points from his spell pool, and casting a 5th level spell requires the cleric to expend 6 points from his spell pool.

Because a cleric’s spells are not internalized to his aura (they are sacred powers cast through divine inspiration, unlike an oracle’s innate magic powers), each time the cleric casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a cleric’s aura is often too faint to actually set off detect magic). This residue, known as eldritch dissonance, makes it difficult for the cleric to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a cleric casts the same spell since restoring his spell pool, it costs a number of additional spell points equal to its level. (Though see Spontaneous Casting, below.) This additional spell point cost is removed when the cleric refills his spell points and attunes his spells for the day.

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell points, attune to spells of his choice (see Divine Attunement, above), and reset his spell point costs to their base level (ending any additional cost from eldritch dissonance). Time spent resting has no effect on whether a cleric can prepare spells. A cleric may attune to any spell on the cleric spell list he meets the qualifications to cast, but he must choose which spells to attune during his daily meditation.

Orisons: A cleric can prepare a number of orisons, or 0‑level spells. Each orison he prepares reduces the number of spell points in his spell pool by 1 until he next attunes spells. These spells are cast like any other spells, but once prepared they do not require the cleric to expend any points from his spell pool to cast them. Orisons do not suffer from eldritch dissonance.

Cleric Domains
A cleric’s deity influences her alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells added to the cleric’s spell list. The cleric is always considered attuned to the spells from his domains. In addition, the cleric receives an additional pool of spell points – the domain pool – with spell points equal to his cleric level. These points do not count towards the cleric’s open or reserve pool of spell points, and expending them does not force the cleric to save against fatigue (see Fatigue and Exhaustion, above). The spell points in the domain pool can only be used to cast spells from the cleric’s domain. A cleric may combine spell points from his domain pool with spell points from other sources to pay the cost of casting a spell from his domain.

In addition, a cleric gains the listed powers from both of his domains, if he is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel spell points into healing spells without creating eldritch dissonance. A cleric is always considered attuned to cure spells, and when the cleric casts any cure spell, the spell point cost of the spell does not increase. (A cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) is not automatically attuned to cure spells and can’t cast cure spells without their spell point cost increasing, but is attuned to and can cast inflict spells (an inflict spell is one with “inflict” in its name) without their spell point cost increasing.

A cleric who is neither good nor evil and whose deity is neither good nor evil is either automatically attuned to cure spells or inflict spells (player’s choice), and can cast such spells without affecting their spell point cost. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy in the cleric entry of the Pathfinder Roleplaying Game Core Rulebook).