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Glenda Dalduraz's page

152 posts. Alias of Jesse Heinig.

Full Name

Glenda Dalduraz




Cleric of Magrim 2 | HP 17/17 | AC 18 T 11 FF 17 | Fort +4 Ref +1 Will +5 | Initiative +1 | Perception +5 | Channel Energy 3/4 | Blast Rune 6/6 | Gentle Rest 6/6







Special Abilities

Blast Rune 6/day, Channel Energy 4/day, Gentle Rest 6/day


Lawful Good




Common (Taldane), Dwarven, Orc



Strength 13
Dexterity 12
Constitution 15
Intelligence 13
Wisdom 17
Charisma 13

About Glenda Dalduraz

Glenda Dalduraz
Cleric of Magrim 2
LG Medium humanoid (dwarf)
Init +1; Perception +5


AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
HP 17 (2d8, +4 Con)
Fort +5 (+3 base, +2 Con), Ref +1 (+1 Dex), Will +6 (+3 base, +3 Wis)


Speed 20 ft.
Melee Masterwork Dammerhall warhammer +3 (1d8+1/20/x3; bludgeoning)
Spells Prepared (CL 2nd; concentration +5)
• 1st—bless, deathwatch (d), magic weapon, shield of faith
• 0 (at will)—guidance, light, mending, stabilize


Str 13, Dex 12, Con 15, Int 13, Wis 17, Cha 13
Base Atk +1; CMB +2; CMD 13
Languages Taldane (Common), Dwarven, Orc


Level 1
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Rune Domain bonus feat
Scribe Scroll (Item Creation): You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Traits and Drawbacks

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.
Benefit: You gain a +1 trait bonus to weapon damage against undead.

Darkest Before Dawn (Faith):
Benefit(s): You gain a +2 trait bonus on saving throws against spells with the emotion, fear, or pain descriptor. Once per day, you can increase this bonus to +4 for a single save, but you must make this decision before you attempt the saving throw.

Relic of the Dwarven Smithy (Campaign): You possess a weapon forged in the foundries of old Dammerhall.
Benefit: You begin the campaign with a free masterwork melee weapon of dwarven construction.
It is missing a gemstone from a socket. If that gem were restored, the weapon would likely become magical.

Adventuring Skills

Total skill ranks: 16 (4 cleric, 4 campaign bonus, +2 Int, +2 favored class, +4 background)

Diplomacy +6 (2 ranks, +1 Cha, +3 class skill)
Heal +8 (2 ranks, +3 Wis, +3 class skill)
Knowledge (religion) +6 (2 ranks, +1 Int, +3 class skill)
Perception +5 (2 ranks, +3 Wis)
Sense Motive +8 (2 ranks, +3 Wis, +3 class skill)
Spellcraft +6 (2 ranks, +1 Int, +3 class skill)

Background Skills

Appraise +5 (1 rank, +1 Int, +3 class skill)
• +7 for stone or metal items
Knowledge (history) +6 (2 ranks, +1 Int, +3 class skill)
Profession (clerk) +7 (1 rank, +3 Wis, +3 class skill)

Untrained Skills

Climb +1 [-5] (+1 Str)
Handle Animal +1 (+1 Cha)
Intimidate +1 (+1 Cha)
Stealth +1 [-5] (+1 Dex)
Swim +1 [-5] (+1 Str)


Starting total wealth: 150 gp

Traveler's outfit (free starting outfit)
Masterwork Dammerhall warhammer (free from trait, 5 lbs.)
Scale mail armor (50 gp, 30 lbs.)
Heavy wooden shield (7 gp, 10 lbs.)
Wooden holy symbol (1 gp)
Backpack (2 gp, 2 lbs.)
• Acid (1 lb.)
• Divine scroll of comprehend languages (cl 1)
• Divine scroll of cure light wounds (caster level 1) (12½ gp)
• Divine scroll of detect charm (cl 1)
• Divine scroll of remove fear (cl 1)
• Divine scroll of remove sickness (cl 1)
• Grooming kit (1 gp, 2 lbs.)
• Healer's kit (50 gp)
• Holy water (1 lb.)
• Potion of cure moderate wounds (cl 3)
• Trail rations, 5 days (provided, 5 lbs.)
• Wand of cure light wounds (50 charges, cl 1)
• 26 gp, 5 sp

Special Abilities


Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.

Cleric 2

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.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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 one 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 one 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 who worships 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 casts 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 channeled 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.

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.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Domains selected:
Repose Domain
Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Rune Domain
Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric 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 cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.
Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—planar binding (lesser), 6th—glyph of warding (greater), 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.

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).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” 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).
Glenda usually dresses in a simple tabard with a black-and-white foursquare pattern over her armor, heavy hobnailed boots, and tough leather pants. She often wears a brown cap and fingerless gloves, especially when working underground.

Hair: Reddish-brown
Eyes: Dark brown
Height: 4' 2"
Weight: 169 lbs.

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.
Glenda's family name, "Dalduraz," translates to Common as "Goodstone."
Glenda is not a direct relative of the Tharnhammers, though she does have a second cousin who married into a branch of the line. Her role is as a spiritual guide, historian, and record-keeper. She strives to motivate dwarves to great acts of heroism by reminding them of their ancestral legends and encouraging them to be just, dedicated, honest, and courageous. She is an excellent advisor with a strong moral center and good instincts, plus an appreciation for Dwarven history.

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.
Glenda is no stranger to living and working underground, but she is not necessarily averse to the surface world, either. She likes the company of dwarves (and feels that her role is primarily as a spiritual caregiver to them) but is not unfriendly to most other humanoids.

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