About Kurik Grandhelm
Male Dwarf Cleric 4/Fighter (Unbreakable) 2/Holy Vindicator 3
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +10
AC 24, touch 12, flat-footed 22 (+10 armor, +2 shield, +1 Dex, +1 dodge)
hp 81 (5d10+4d8+27)
Fort +13 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +6, Will +10 (+1 vs. mind-affecting effects, +0 vs. fear, +0 vs. fear, +0 vs. fear, +0 vs. fear, +0 vs. fear); +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, unflinching, vindicator's shield; Resist negative energy 10, positive energy 10, resistant touch
Speed 30 ft.
Melee +1 dwarven waraxe +13/+8 (1d10+5/x3) and
adamantine heavy pick +13/+8 (1d6+4/x4) and
spiked gauntlet +12/+7 (1d4+4)
Ranged light crossbow +11/+6 (1d8/19-20)
Special Attacks agile feet, channel energy, hatred
Cleric Spells Prepared (CL 6th; concentration +9):
3rd (3/day)—invisibility purge, summon monster iii, daylight, fly
2nd (4/day)—spear of purity (DC 15), locate object, sound burst (DC 15), grace, grace
1st (4/day)—entropic shield, shield of faith, bless, longstrider, protection from evil
0 (at will)—create water, stabilize, detect magic, light
Str 19, Dex 16, Con 16, Int 10, Wis 16, Cha 8
Base Atk +8; CMB +12; CMD 24 (24 vs. bull rush, 24 vs. trip)
Feats Alignment Channel, Diehard, Dodge, Endurance, Furious Focus, Power Attack, Steel Soul, Vital Strike
Traits armor expert, eyes and ears of the city
Skills Acrobatics -1, Climb +0, Diplomacy +3, Escape Artist -1, Fly -1, Knowledge (engineering) +4, Knowledge (history) +4 (+6 on checks that pertain to dwarves or their enemies), Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +8, Linguistics +4, Perception +10 (+12 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Profession (Smith) +9, Ride -1, Sense Motive +9, Spellcraft +4, Stealth -1, Survival +7, Swim +0 (+4 to resist nonlethal damage from exhaustion); Racial Modifiers lorekeeper
Languages Common, Dwarven, Thassilonian
SQ aura, deathless, domains (protection, travel), faith healing, hardy, stigmata: ac, stigmata: attack rolls, stigmata: caster level checks, stigmata: saving throws, stigmata: weapon damage, slow and steady, spontaneous casting, stability, stonecunning
Combat Gear Pearl of power (1st level) (1/day), Scroll of Restoration, Lesser, Wand of cure light wounds; Other Gear +1 Deathless, Glamered Full plate, Masterwork Chain shirt, +1 Buckler, +1 Dwarven waraxe, Adamantine Heavy pick, Crossbow bolts (20), Light crossbow, Spiked gauntlet, Belt of physical perfection +2, Necklace of adaptation, Ring of feather falling, 437 GP
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Armor Expert -1 Armor check penalty.
Artisan's Shop (empty) +1 to Craft for Day Job rolls and 5% discount on items of same type.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 4d6 (2/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Domain (Travel) 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.
Damage Resistance, Negative Energy (10) You have the specified Damage Resistance against Negative Energy attacks.
Damage Resistance, Positive Energy (10) You have the specified Damage Resistance against Positive Energy attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless 25% chance to negate negative levels from any attack.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Faith Healing (empower) (Su) Cure wounds spells you cast on yourself are Empowered.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Sacred Stigmata: AC +1 (Standard) (Su) Inflict 1 HP of bleed damage on yourself to gain a +1 bonus to AC.
Sacred Stigmata: Attack Rolls +1 (Standard) (Su) Inflict 1 HP of bleed damage on yourself to gain a +1 bonus to attack.
Sacred Stigmata: Caster Level Checks +1 (Standard) (Su) Inflict 1 HP of bleed damage on yourself to gain a +1 bonus to CL checks.
Sacred Stigmata: Saving Throws +1 (Standard) (Su) Inflict 1 HP of bleed damage on yourself to gain a +1 bonus to saves.
Sacred Stigmata: Weapon Damage +1 (Standard) (Su) Inflict 1 HP of bleed damage on yourself to gain a +1 bonus to weapon damage.
Scroll of Restoration, Lesser Add this item to create a scroll with spells on it.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Unflinching +1 (Ex) +1 Will save vs. mind-affecting effects
Vindicator's Sacred Shield +4 (+1 Buckler) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.
Vital Strike Standard action: x2 weapon damage dice.