| Full Name |
Adso |
| Race |
Dwarf |
| Classes/Levels |
Cleric 1 |
About Adso Rosk
Adso
Dwarf Cleric 1
LG Medium Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +4, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist resistant touch (6/day)
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Warhammer +2 (1d8+2/x3)
Special Attacks hatred
Spell-Like Abilities Resistant Touch (6/day), Touch of Good (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Protection from Evil, Endure Elements, Gorum's Armor
0 (at will) Detect Magic, Purify Food and Drink (DC 13), Stabilize
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Statistics
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Str 14, Dex 10, Con 12, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Turn Undead (DC 12)
Traits Sacred Touch, Tunnel Fighter
Skills Acrobatics +0 (-4 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Heal +7, Knowledge (religion) +4, Perception +3 (+5 to notice unusual stonework, such as traps and hidden doors in stone walls or floors)
Languages Common, Dwarven
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (good, protection), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning +2
Other Gear Chain shirt, Heavy steel shield, Warhammer, Backpack (empty), Bedroll, Candle, Torag, Trail rations, Waterskin, 13 GP, 3 SP, 9 CP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
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 (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
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 vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Sacred Touch 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. As a standard action, you may automatically stabilize a dying creature mer
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.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Turn Undead (DC 12) Your Channel Energy can make undead in 30 ft flee for 1 min.
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