Height: 4'1'', Weight: 178 lbs, Eyes: Brown, Hair: Grey.
Before you stands a thin (for dwarven standards), middle-aged man with a long grey beard parted in the middle, each beard tip has fastened a polished silver clasp that the beard runs through in intricately woven braids.
Yolk is bolstered by his faith and is very proud of his Dwarven heritage. Being born in Janderhoff his hometown harbors many of the Dwarves of the region but because of his isolation and studies he didn't develop any resistance to go and meet people of other races and is therefore very approachable.
He has an obsession for historical battles, mainly ones involving Giants and Goblins, because of his races hate for these creatures.
Hit Points: 8
Saving Throws:(+1 Con, +2 Base, +1 resistance), (+1 Dex, +1 resistance), +6 (+2 Base, +3 Wis, +1 resistance)
BAB: +0, Melee: +0 (+0 Str), Ranged: +1 (+1 Dex)
Attack: Warhammer +0 (1d8/x3) or Light Xbow +1 (1d8/19-20x2, RI 80')
CMB: +0 (+0 Str), CMD: 11 (+0 Str, +1 Dex)
AC: 15 (+4 Armor, +1 Dex), flat-footed 9, touch 11
Dwarven Racial Traits:
Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics.
Benefit: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.(Source: PA)
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.(Source: PA)
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Escape Artist +1
+Sense Motive +3
Sleight of Hand +1
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 deities.
Channel Energy (Su) +4
A cleric must be able to present her holy symbol to use this ability.
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 of 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).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). 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).
A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
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.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—, 4th—holy smite, 5th—righteous might, 6th— , 7th—holy sword, 8th—holy aura, 9th—gate.
Replacement Power: (Heroism) The following granted power replaces the divine presence power of the Glory domain.
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
Replacement Domain Spells: 3rd—heroism, 6th—greater heroism.
Replacement Power: The following granted power replaces the resilient touch power of the Protection domain.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th-deflection, 8th—mind blank, 9th—prismatic sphere.
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.
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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.
Bane, +Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Magic Stone, Magic Weapon, Obscuring Mist, +Prot. from Evil, Remove Fear, Sanctuary, Shield(Protection Domain), +Shield of Faith(Glory Domain), Summon monster I
Encumb:Medium (50 lbs.) Light: 26 lbs; Medium 27–53 lbs; Heavy 54–80 lbs
Heavy Load: Max Dex:+1 Armor Check Penalty: –6
Explorer's Outfit (8lbs)
Armored Coat (Medium Armor; AC +4, Dex Bonus +3, Armor Check Penalty -2; 20lbs)
Warhammer (Type: B, 1d8, Crit: x3; 5lbs)