About Kevkul Steelhide
Kevkul Steelhide CR 2
Exp: 200, CSI at blood runes / 100, Intimidation of old half-elf / 200, First battle won / 50, buries half-elf / 200, undead ice elf / 200, 2nd undead human / 500, rock trow / 50, funeral rites
Special Attacks: Channel Positive Energy 2d6, DC11 (3/day)
Cleric Spells Known :
Feats Shield Focus, Spell Focus(Conjuration)
Skills (1+1+1, per lvl) (0+1+1, favoured class)
Acrobatics DEX (0)
Languages Common, Dwarf, Auld Iobarian
@@Pouch (Belt) (Carried)
@@Backpack, Masterwork (Carried)
@@Sack (In Backpack)
@@Scroll Case (In Backpack)
Spell Focus(Conjuration): +1 on DC bonus for saves vs Conjuration spells cast
Armor Proficiency, Light
Armor Proficiency, Medium
Simple Weapon Proficiency
Dwarf Weapon Familiarity
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 7 times per day.
Aura of Chaos (Ex): You project a moderate chaotic aura.
Aura of Good (Ex): You project a moderate good aura.
Defensive Training (Ex): Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Hatred (Ex): 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.
Lorekeeper (Ex): Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Stability (Ex): Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex): Dwarves never have their speed reduced by armor or encumbrance.
Stonesinger (Ex): Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability.
Stubborn (Ex): Dwarves are renowned for being stubborn. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but can try one on the second round (if the first reroll ability fails).
Weapon Familiarity (Ex): Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Channel Positive Energy (Su): You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this abilty 3 times per day.
Outlander (Achievement Trait): As an Outlander you are both respected and feared in equal measure by the insular folk of Kustnir.
Gífr-banamaðr (Achievement Trait): As a seasoned Gífr-banamaðr or trow slayer, you know how best to send these brutes to the next life.