About Glenda Dalduraz
AC 19, touch 11, flat-footed 18 (+5 armor, +3 shield, +1 Dex)
Speed 20 ft.
Str 13, Dex 12, Con 15, Int 13, Wis 17, Cha 13
Rune Domain bonus feat
Child of Platinum (Race): You come from a family whose ancestors worked in platinum mines. Your parents never explained why they’ve never returned but they did make sure that you knew your way around a fight against undead foes.
Darkest Before Dawn (Faith): Your devotion sustains you when others would fall to despair.
Relic of the Dwarven Smithy (Campaign): You possess a weapon forged in the foundries of old Dammerhall.
Total skill ranks: 16 (6 cleric, 6 campaign bonus, +3 Int, +3 favored class, +6 background)
Diplomacy +7 (3 ranks, +1 Cha, +3 class skill)
Appraise +5 (1 rank, +1 Int, +3 class skill)
Bluff +1 (+1 Cha)
Starting total wealth: 150 gp
Traveler's outfit (free starting outfit)
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
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.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Description: Glenda has an intense gaze set in a somewhat narrow (for a dwarf) face with a rounded nose and a long ponytail of dark reddish-brown hair. She is solidly built and has the usual broad dwarven physique. Her complexion is naturally a light brownish color. She typically braids her bangs and pays some attention to her appearance, though she is not averse to the dirt and dust that comes with life underground. Unlike many dwarves she does occasionally use rouge or make-up specifically to emphasize her connection Magrim, by implying the stark features that stand out as hallmarks of life or death (red lips, pale cheeks).
Background: Glenda's family are fairly typical dwarves, with a history of mining and craftsmanship. Originally Glenda was trained as a miner like her parents, but she had a strong streak of compassion and a talent for medicine that led to her learning from the clergy and eventually feeling a calling to join them. Unlike many dwarves who follow in the footsteps of gods such as Torag, she felt a sense of duty to aid the misfortunate, to care for the elderly, and to help soothe the wounds of time for those fearing death. Instead of becoming a distant cleric of Magrim who speaks only to the inevitability of death, she became an intercessor who helps people to understand and approach death without fear.
Personality Traits: While most death-clerics are assumed to be morbid and forbidding, Glenda breaks from that mold. She sees herself as an intercessionary for those who are reaching the end of their lives and as a herald for the legends that will follow one's deeds after death. As such, she is not only a reminder of the grim fate that awaits all mortals, but also a comforting presence who helps to alleviate pain and to remind people that though death is inevitable, it is also natural and something to be accepted. This means that she seems cool and collected for a dwarf, not the angry or emotional sort that many would expect. While she is not by any means charming or garrulous, she is even-tempered and easier to get along with than many of dwarvenkind.