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Only Core rulebook and races.
So that those who want get PFS Core credit.
BTW if you run in campaign mode you can use whatever rules you want and players can still receive core PFS credit.
Are you planning on running this in campaign mode, or only running the PFS sanctioned sections? I assume you are running in campaign mode as otherwise we couldn't have an Iron Gods campaign trait.

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I'm assuming even though you said Core only, that you are allowing traits and feats associated with the AP? I picked the "Impossible" bloodline mentioned in the Iron Gods Player's Guide. I also picked the Technologist feat presented in the guide as well. If not, please let me know.
Male human (Kellid) sorcerer 1
N Medium humanoid (human)
Init +1; Senses Perception -1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . longspear +2 (1d8+3/×3) or
. . morningstar +2 (1d8+2)
Ranged javelin +1 (1d6+2)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—burning hands (DC 14), mage armor
. . 0 (at will)—acid splash, detect magic, light, prestidigitation
. . Bloodline Impossible
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 14, Wis 8, Cha 16
Base Atk +0; CMB +2; CMD 13
Feats Eschew Materials, Point-Blank Shot, Technologist
Traits deft dodger, numerian archeaologist
Skills Bluff +7, Craft (mechanical) +6, Knowledge (engineering) +6, Spellcraft +6, Use Magic Device +7
Languages Androffan, Common, Giant, Gnome, Hallit
SQ bloodline arcana: impossible, disorienting touch (1 round)
Combat Gear alchemist's fire, antitoxin; Other Gear dagger, javelin (5), longspear, morningstar, artisan's tools, backpack, flint and steel, ink, parchment (5), scroll case, silk rope (50 ft.), 32 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Disorienting Touch (1 round, 6/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Technologist You are familiar with the basic mechanics of technology.
Rogur was born in a small Kellid village on the outskirts of Torch. His parents were poor, but did their best to care for him and his siblings. Short for his age, he was picked on a lot by the other children, and soon learned to defend himself. Their teasing only got worse when he manifested the ability to alter people's perception of reality with a touch of his hand. This "gift" also affected his own mind, and he began to realize that his way of looking at the world was unlike that of anyone else. Wanting to understand where his strange connection to the otherworldly inhabitants of Numeria came from, Rogur left his village and became a beggar on the streets of Torch. He soon realized that his altered perception gave him unnatural insights into the devices used by the Technic League, and he began working for them as a tinker, repairing small objects that others could not figure out.

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Helikon,
I LOVE THIS IDEA.
I loves it. I loves it a lot. Can I play, can I, huh, huh?
I'm thinking of playing something super simple, like Mort the baker. Mort's always had a few odd tricks he could do, nothing too terrifying, but lately the weirdness is growing and it's making him a little worried.
Mort would be a sorcerer, probably, to start with, but who knows where he'll end up?

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Okay, Mort's coming alive!
Mort the Baker
NG Human Male Barbarian 1
Init +2; Senses Perception +6
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC x, touch x, flat-footed x (+x armor, +2 dex)
hp 15 (1d12+2+1FC)
Fort +4, Ref +3, Will +2
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 40'
Melee
Ranged
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 14, Dex 14, Con 14, Int 13, Wis 14, Cha 9
BAB +1; CMB +3; CMD 15
Feats (2) catch off-guard, extra rage
Skills (6 skill) Climb +6, Craft (baking) +5, Knowledge (history) +5, Knowledge (planes) +6, Perception +6, Swim +6
Special Abilities: RAGE (+4 to Str and Con, 12 rounds/day), fast movement
Traits: deft dodger, scholar of the great beyond
Languages: Common, Dwarven
Possessions (x gp)
------------------------------------------------------------------------
Stat Math:
Str 14 (5 points)
Dex 14 (5 points)
Con 14 (5 points)
Int 13 (1 points +2 racial)
Wis 14 (5 points)
Cha 9 (-1 points)
Mort was always a big kid. Teased for his size, for the fact that his hands were often stained with soot from scrubbing his father's ovens and for the fact that he was quiet, and therefore, stupid, he's always had a core of anger in him. But as he's grown, so as that anger. And it wasn't until he blacked out and came to in the middle of a smashed kitchen amid broken crockery and wasted flour that he realized that he needed to get away.
Mort's quiet, but that quiet hides a bookish nature. He's always loved tales of far off realms and that love has given him a core of knowledge about planar affairs and historical drama. He speaks Dwarven, mainly because his best friend was a dwarven lad who taught him to curse fluently.
Stat-wise, he's all-around above average in everything except Charisma. He just doesn't understand how to relate to others, and that lack fuels his rage.

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The only way to get Andoffan is via a trait at the beginning of the game.
Are you making a change to the Iron Gods Player's Guide?
Note that you can gain this language for free by taking the Numerian Archaeologist campaign trait. You can also learn Androffan by investing a skill rank in Linguistics.

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OK, then here is a slightly modified version of Rogurr the Strange
Male human (Kellid) sorcerer 1
N Medium humanoid (human)
Init +1; Senses Perception -1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+3/19-20) or
. . longspear +3 (1d8+4/×3) or
. . morningstar +3 (1d8+3)
Ranged javelin +1 (1d6+3)
Special Attacks claws (2, 1d4, 6 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—burning hands (DC 14), mage armor
. . 0 (at will)—acid splash, detect magic, light, prestidigitation
. . Bloodline Abyssal
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +3; CMD 14
Feats Arcane Strike, Eschew Materials, Spell Focus (conjuration)
Traits against the technic league (spells), deft dodger
Skills Bluff +7, Intimidate +7, Spellcraft +4
Languages Common, Hallit
SQ bloodline arcana (summoned creatures gain DR 1/good)
Combat Gear alchemist's fire, antitoxin; Other Gear dagger, javelin (5), longspear, morningstar, backpack, flint and steel, ink, parchment (5), scroll case, silk rope (50 ft.), 37 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 1/good (doesn't stack with other DR).
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Rogurr was born in a small Kellid village on the northwestern border of Numeria. His great-grandparents had been refugees who fled the devastation of Sarkoris, and it is said that his great-great-grandmother had been either a God Caller or had some connection to demons.
Whatever the truth was, Rogurr was born with a large birthmark on his upper body the shape of a snarling demon. From the time of his birth, his superstitious parents treated him differently, saying that he carried within him the curse of his ancestors.
That curse began to manifest less than a year ago, when Rogurr found that he could grow terrifying bone spurs that sprouted out of his elbows and knees, and felt an intuitive connection to the magical forces of the universe.
Later that year his village came under the dominion of the cruel Technic League, which randomly began taking young men and women for some unexplained reason. Rather than risk their fate, Rogurr fled his village and began traveling among the larger cities of Numeria, where he hoped his strange gifts would not be looked down upon as much.

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Male dwarf cleric of Torag 1
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
—————
Defense
—————
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +1, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
—————
Offense
—————
Speed 20 ft.
Melee heavy shield bash -3 (1d4+1) or
warhammer +1 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +6)
At will— mending
8/day—artificer's touch (1d6 , bypasses DR and hardness 1), resistant touch (+1)
Cleric Spells Prepared (CL 1st; concentration +6)
1st—comprehend languages , forbid action UM (DC 16), protection from evil , sanctuaryD (DC 16)
0 (at will)— detect magic , read magic , sparkAPG (DC 15)
D Domain spell; Domains Artifice, Protection
—————
Statistics
—————
Str 13, Dex 11, Con 14, Int 16, Wis 20, Cha 14
Base Atk +0; CMB +1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Selective Channeling
Traits guardian of the forge, numerian archeaologist, reactionary
Skills Acrobatics -6 (-10 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones), Craft
(mechanical) +5 (Make double the normal progress to create nonmagical items), Diplomacy +6, Heal +9,
Knowledge (arcana) +7, Knowledge (history) +8, Knowledge (planes) +7, Perception +6 (+8 to notice
unusual stonework), Sense Motive +9, Spellcraft +7; Racial Modifiers +2 Appraise to assess nonmagical
metals or gemstones, +2 Perception to notice unusual stonework
Languages Androffan, Celestial, Common, Dwarven, Gnome, Terran
SQ industrious urbanite
Other Gear scale mail, heavy steel shield, crossbow bolts (10), light crossbow, warhammer, bedroll, belt
pouch, candle (10), chalk (2), flint and steel, hemp rope (50 ft.), holy text UE, masterwork backpack APG,
mess kit UE, pot, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Torag, 56 gp,
9 cp
—————
Special Abilities
—————
Artificer's Touch 1d6 (8/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs,
bypassing 1 hardness.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life,
and create objects from nothing.
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.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of non magic goods with precious metals or gemstones.
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession
+4 to make money.
Resistant Touch +1 (8/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bonus
for 1 min, but lose own bonus.
Selective Channeling Exclude targets from the area of your Channel Energy.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Derlan returned home poured over all the texts related to the Citadels but could not find out how to power it up or anything regarding a power source. Communing with Torag yielded no results as the Father remained silent on all things pertaining to the creation of the Sky Citadel's.
Derlan heard about all the amazing new technology in Numeria and maybe a power source could be found there to power up a Sky Citadel. Hearing that the town of Torch was not in the hands of the Technique League Derlan set out for there.
He is a rolled character, I will bring him down to 20 or 25 point buy as needed.
Edit, I will also make him core only tomorrow some time.

DBH |

Well, since everybody else seems to have covered might and magic. I decided to fill the hole in the parties ranks with a Rogue.
TOMAS FETCH
CR 1/2
Male Human (Varisian) rogue 1, NG medium humanoid (human)
Init +7; Senses Perception +4,
Languages Aklo, Common, Draconic, Hallit, Undercommon, Varisian
AC 16, touch 13, flat-footed 13
hp 9 (1HD)
Fort +1, Ref +5, Will +0, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol
Speed 30 ft. (6 squares)
Ranged shortbow +3 (1d6/x3)
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +3 (1d4+1/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +1; CMD 14
Atk Options Sneak Attack 1d6,
Abilities Str 12, Dex 16, Con 12, Int 16, Wis 11, Cha 10
Special Qualities Bonus Feat, Improved Initiative, Skilled, Trapfinding,
Feats Improved Initiative, Technologist
Skills Acrobatics +6, Appraise +3, Artistry +3, Craft (Untrained) +3, Diplomacy +4, Disable Device +7, Escape Artist +6, Fly +2, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +10, Knowledge (Local) +7, Linguistics(Undercommon) +7, Perception +4, Perception (Trapfinding) +5, Ride +2, Sense Motive +4, Sleight of Hand +6, Stealth +6, Use Magic Device +4,
Possessions outfit (explorer's); studded leather; thieves' tools;
wire saw (common); Shortbow ; Wrist Sheath, Spring Loaded [ Dagger (x2); ]; Hip Flask ; Bonus Feat Humans select one extra feat at
Improved Initiative Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Local Ties (Knowledge (Engineering)) You have ties to a prominent local in the town of Torch-the missing wizard Khonnir Baine. If you're a wizard, alchemist, or other scholarly type, he may have been your tutor or teacher. If you're of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character's background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Tomas is a local boy, an orphan who made himself useful to the townsfolk by running errands and helping with tasks.
He developed an interest in the strange and wonderful things to be found in Numeria, and spent a lot of time with Khronnir Baine helping him on his trips to salvage items.
He's just returned to Torch to find the light has gone out, and Khronnir is missing, immediately joining the party to find the answers to both mysteries. And earn some coin, he's nearly skint.
Tomas is a 20 point character and can be adjusted if needed.

Helikon |

Notes:
Raltus:
Also you have a lot of non core spells and some non core items.
Riceaek Hawklight: Pick one ;-)
Thomas Fetch:
No technologist feat, spring loaded wrist sheaths are not core. What is this?
A lot of strange wonderful items will be introduced in the campaign but you can´t start with them.
Rogur: Thumps up! Character is fine so far
Mort: Thumps up! Character is fine so far
Ibarra: Thumps up! Character is fine so far

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Thomas Fetch:
What is this? Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.
I presume that is the stamina optional system from Pathfinder Unchained.

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Riceak Hawklight wrote:As I don´t own the book, no.I like my cleric. Is being 2nd level a problem? As far as I can see he is level one!
Can unchained rogue be used in core?
BTW, it is available on the PRD.

Taket |

Here is Taket, a Shoanti barbarian out to earn honor for himself and his tribe. He knows that those in the city practice forbidden arcane magics and need to be punished. And he is sent from the shamen of his tribe to assist in some great deed that must be done to tame the sky men of metal.
I think he is completely core. If we can use campaign traits I may go back and switch out a trait. No bid deal either way. Background type info is in his alias. I plan to go Superstitious branch with him, including the ability to sunder spells. Please let me know what you think.

DBH |

Helikon wrote:I presume that is the stamina optional system from Pathfinder Unchained.Thomas Fetch:
What is this? Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.
That's the problem with using PCGen with the sourcebooks automatically included. We've never used the stamina system and ignore anything that uses it.

Taket |

Hi Taket and welcome. Only thing I noticed is that you can´t have archetypes. And to answer your question, yes iron gods campaign traits are allowed and one mandatory
Ah, right. I knew that. I don't believe the archetype does anything at first level anyway but I'll remove it.
For my campaign trait I went with Robot Slayer. It sorta fits well with the quest he is on from his tribe's shamen.

DBH |

Here is Tomas with everything but the core rulebooks removed.
Tomas Fetch
Human (Varisian) , 1st-Level Rogue
Medium Humanoid ( Human )
Hit Dice: (1d8)+1 (9 hp)
Initiative: +7
Speed: 30 ft. (6 squares) ,
Armor Class: 16 ( +3 Dex, +3 Studded Leather, ) touch 13, flatfooted 13
Base Attack/CMB/CMD: +0/+1/+14
Full Attack: Shortbow +3 ranged ( 1d6+1 /x3 );
Attack: Shortbow +3 ranged ( 1d6+1 /x3 );
Face/Reach: 5 ft./5 ft.
Special Attacks/Qualities: +2 Intelligence, Bonus Feat, Bonus Skill Rank (Escape Artist), Courageous, Humanoid Traits, Human Traits, Local Ties (Knowledge (Engineering)), Rogue, Skilled, Sneak Attack, Sneak Attack (Ex), Trapfinding (Ex), Weapon and Armor Proficiency,
Saves: Fort: +1, Ref: +5, Will: +0
Abilities: Str 12, Dex 16, Con 12, Int 16, Wis 11, Cha 10
Skills: Acrobatics +6; Appraise +3; Craft (Untrained) +3; Diplomacy +4; Disable Device +7; Escape Artist +6; Fly +2; Knowledge (Dungeoneering) +7; Knowledge (Engineering) +8; Knowledge (Local) +7; Linguistics(Undercommon) +7; Perception +4; Perception (Trapfinding) +5; Ride +2; Sense Motive +4; Sleight of Hand +6; Stealth +6; Use Magic Device +4;
Feats: Improved Initiative, Point-Blank Shot
Challenge Rating: 1/2
Alignment: Neutral Good
Languages: Aklo, Common, Draconic, Hallit, Undercommon, Varisian
Region: Numeria
Possessions: Shortbow; Outfit (Explorer's); Studded Leather; Thieves' Tools; Hip Flask; Wire Saw (Common);
Not much difference, one trait changed from Iron liver to Courageous.

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This is Phobee, a half elven bard who has heard intersting things about this area of the world and wants to explore to make the best song, like, ever.
Phoebee
Female half-elf bard 1
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +7
—————
Defense
—————
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft.
Melee longsword +0 (1d8/19-20)
Ranged shortbow +1 (1d6/×3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire
courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)— cure light wounds , sleep (DC 14)
0 (at will)— ghost sound (DC 13), lullaby (DC 13), message, summon instrument
—————
Statistics
—————
Str 10, Dex 13, Con 13, Int 14, Wis 12, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Extra Performance, Skill Focus (Perform [string instruments])
Traits numerian archeaologist, reactionary
Skills Diplomacy +7, Escape Artist +5, Linguistics +6, Perception +7, Perform (string instruments) +10,
Sleight of Hand +5, Spellcraft +6, Stealth +5, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Androffan, Celestial, Common, Dwarven, Elven
SQ bardic knowledge +1, elf blood
Other Gear leather armor, longsword, shortbow, 95 gp
—————
Tracked Resources
—————
Bardic Performance (standard action, 7 rounds/day) - 0/7
Extra Performance (6 rounds/day) - 0/6
—————
Special Abilities
—————
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

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Derlan Stonefinder
Male dwarf cleric of Torag 1
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4
—————
Defense
—————
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
—————
Offense
—————
Speed 20 ft.
Melee heavy shield bash -3 (1d4+1) or
warhammer +1 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6), hatred
Domain Spell-Like Abilities (CL 1st; concentration +4)
At will— mending
6/day—artificer's touch (1d6 , bypasses DR and hardness 1), resistant touch (+1)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—comprehend languages , protection from evil , sanctuaryD (DC 14)
0 (at will)— detect magic , read magic , stabilize
D Domain spell; Domains Artifice, Protection
—————
Statistics
—————
Str 12, Dex 10, Con 14, Int 12, Wis 17, Cha 13
Base Atk +0; CMB +1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Selective Channeling
Traits guardian of the forge, numerian archeaologist
Skills Acrobatics -6 (-10 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Heal +7,
Knowledge (planes) +5, Perception +4 (+6 to notice unusual stonework), Spellcraft +5; Racial Modifiers
+2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Androffan, Common, Dwarven, Gnome
Other Gear scale mail, heavy steel shield, crossbow bolts (10), light crossbow, warhammer, bedroll, belt
pouch, candle (10), chalk (2), flint and steel, hemp rope (50 ft.), pot, spell component pouch, trail rations
(5), waterskin, wooden holy symbol of Torag, 56 gp, 9 cp
—————
Special Abilities
—————
Artificer's Touch 1d6 (6/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs,
bypassing 1 hardness.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life,
and create objects from nothing.
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.
Darkvision (60 feet) You can see in the dark (black and white only).
p1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Resistant Touch +1 (6/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon
for 1 min, but lose own bonus.
Selective Channeling Exclude targets from the area of your Channel Energy.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
p29[
So he is all done up in 20 point buy and with core only.