Tablark Hammergrind

Aggrammar Deepdelver's page

565 posts. Alias of Edeldhur.


Full Name

Aggrammar Deepdelver

Race

Male dwarf evangelist cleric of Thyr 7

Classes/Levels

|| HP: 70/70 || Init +5 || Wand of CLW (35/50) || Sermonic Performance (16/16) || Channels (3/3) ||

About Aggrammar Deepdelver

Aggrammar Deepdelver
Male dwarf cleric (evangelist) of Thyr 7 (Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework)
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 70 (7d8+14)
Fort +9, Ref +6, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 heavy mace +8 (1d8+13) or
. . cold iron longsword +7 (1d8+8/19-20) or
. . mwk cold iron longspear +8 (1d8+12/×3) or
. . silver light mace +7 (1d6+8) or
. . unarmed strike +7 (1d3+8 nonlethal)
Ranged sling +7 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)
Special Attacks channel positive energy 3/day (DC 15, 3d6), countersong, fascinate, hatred, inspire courage +2, sermonic performance
Domain Spell-Like Abilities (CL 7th; concentration +9)
. . 5/day—touch of glory (+7)

Cleric (Evangelist) Spells Prepared (CL 7th; concentration +9)
. . 4th—blessing of fervor[APG] (DC 16), holy smite[D] (DC 16)
. . 3rd—heroism[D], invisibility purge, summon monster III
. . 2nd—bless weapon[D], communal protection from evil[UC], silence (DC 14), summon monster II, [open slot]
. . 1st—comprehend languages, divine favor, divine favor, magic weapon, [open slot], shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Glory (Heroism[APG] subdomain)

Cleric (Evangelist) Spells Left
. . 4th—blessing of fervor[APG] (DC 16), holy smite[D] (DC 16)
. . 3rd—heroism[D], invisibility purge, summon monster III
. . 2nd—bless weapon[D], communal protection from evil[UC], silence (DC 14), summon monster II, [open slot]
. . 1st—comprehend languages, divine favor, divine favor, magic weapon, [open slot], shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Glory (Heroism[APG] subdomain)

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 15, Cha 10
Base Atk +5; CMB +7; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Augment Summoning, Combat Reflexes, Power Attack, Spell Focus (conjuration), Steel Soul[APG], Superior Summoning[UM]
Traits fate's favored, reactionary
Skills Acrobatics -1 (-5 to jump), Craft (weapons) +8, Diplomacy +4, Heal +14, Knowledge (history) +7 (+9 on checks that pertain to dwarves or their enemies), Knowledge (planes) +8, Knowledge (religion) +12, Linguistics +6, Perception +9 (+11 to notice unusual stonework), Sense Motive +7, Spellcraft +9; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Goblin, Infernal
SQ public speaker, spontaneous casting
Combat Gear cold iron sling bullets (50), scroll of delay poison, scroll of lesser restoration, lesser restoration, scroll of magic weapon, obscuring mist, remove sickness, scroll of magic weapon, remove sickness, scroll of remove blindness/deafness, scroll of remove curse, scroll of remove disease, scroll of remove disease, remove disease, remove disease, scroll of remove paralysis, wand of cure light wounds (50 charges), alchemist's fire (2), antiplague[APG], antitoxin, healer's kit, heatstone[ISWG], vermin repellent[UE] (2); Other Gear +1 chain shirt, mwk buckler, +1 heavy mace, cold iron longsword, mwk cold iron longspear, silver light mace, sling, sling bullets (20), belt of giant strength +2, cloak of resistance +2, ioun stone, dusty rose, cracked, bandolier[UE], bedroll, belt pouch, belt pouch, crowbar, masterwork backpack[APG], masterwork backpack[APG], masterwork weaponsmithing tools, miner's pick, silver holy symbol of Thyr, trail rations (10), waterskin, 100 gp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/2
Antiplague - 0/1
Antitoxin - 0/1
Cleric Channel Positive Energy 3d6 (3/day, DC 15) (Su) - 0/3
Cold iron sling bullets - 0/50
Healer's kit - 0/10
Sermonic Performance (move action, 16 rounds/day) - 0/16
Sling bullets - 0/20
Touch of Glory +7 (5/day) (Sp) - 0/5
Trail rations - 0/10
Vermin repellent - 0/2
Wand of cure light wounds (50 charges) - 43/50
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bardic Performance: Fascinate (3 targets, DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Heroism)
Cleric Channel Positive Energy 3d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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.
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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Public Speaker (-7 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (move action, 16 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

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.
Superior Summoning When summoning more than one creature, summon an extra one
Touch of Glory +7 (5/day) (Sp) Grant +7 to a CHA-based skill or ability check.

Aggrammar level 6:

Aggrammar Deepdelver
Male dwarf cleric (evangelist) of Thyr 6 (Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 60 (6d8+12)
Fort +9, Ref +6, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 light mace +7 (1d6+9) or
. . cold iron longsword +6 (1d8+8/19-20) or
. . mwk cold iron longspear +7 (1d8+12/×3) or
. . silver light mace +6 (1d6+8) or
. . unarmed strike +6 (1d3+8 nonlethal)
Ranged sling +6 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)
Special Attacks channel positive energy 3/day (DC 15, 2d6), countersong, fascinate, hatred, inspire courage +2, sermonic performance
Domain Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—touch of glory (+6)
Cleric (Evangelist) Spells Prepared (CL 6th; concentration +8)
. . 3rd—heroism[D], invisibility purge, summon monster III
. . 2nd—bless weapon[D], communal protection from evil[UC], silence (DC 14), summon monster II
. . 1st—divine favor, divine favor, magic weapon, shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Glory (Heroism subdomain)

Cleric (Evangelist) Spells Left(CL 6th; concentration +8)
. . 3rd—heroism[D], invisibility purge, summon monster III
. . 2nd—bless weapon[D], communal protection from evil[UC], silence (DC 14), summon monster II
. . 1st—divine favor, divine favor, magic weapon, shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Glory (Heroism subdomain)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 15, Cha 10
Base Atk +4; CMB +6; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Augment Summoning, Combat Reflexes, Power Attack, Spell Focus (conjuration), Steel Soul[APG]
Traits fate's favored, reactionary
Skills Acrobatics -1 (-5 to jump), Craft (weapons) +8, Diplomacy +4, Heal +13, Knowledge (history) +7 (+9 on checks that pertain to dwarves or their enemies), Knowledge (planes) +7, Knowledge (religion) +11, Linguistics +6, Perception +8 (+10 to notice unusual stonework), Sense Motive +7, Spellcraft +8; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Goblin, Infernal
SQ public speaker, spontaneous casting
Combat Gear cold iron sling bullets (50), scroll of delay poison, scroll of lesser restoration, lesser restoration, scroll of magic weapon, obscuring mist, remove sickness, scroll of magic weapon, remove sickness, scroll of remove blindness/deafness, scroll of remove curse, scroll of remove disease, scroll of remove disease, remove disease, remove disease, scroll of remove paralysis, wand of cure light wounds (50 charges), alchemist's fire (2), antiplague[APG], antitoxin, healer's kit, heatstone[ISWG], vermin repellent[UE] (2); Other Gear +1 chain shirt, mwk buckler, +1 light mace, cold iron longsword, mwk cold iron longspear, silver light mace, sling, sling bullets (20), belt of giant strength +2, cloak of resistance +2, ioun stone, dusty rose, cracked, bandolier[UE], bedroll, belt pouch, belt pouch, crowbar, masterwork artisan's tools, masterwork backpack[APG], masterwork backpack[APG], miner's pick, silver holy symbol of Thyr, trail rations (10), waterskin, 100 gp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/2
Antiplague - 0/1
Antitoxin - 0/1
Cleric Channel Positive Energy 2d6 (3/day, DC 15) (Su) - 0/3
Cold iron sling bullets - 0/50
Healer's kit - 0/10
Sermonic Performance (standard action, 14 rounds/day) - 0/14
Sling bullets - 0/20
Touch of Glory +6 (5/day) (Sp) - 0/5
Trail rations - 0/10
Vermin repellent - 0/2
Wand of cure light wounds (50 charges) - 43/50
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bardic Performance: Fascinate (2 targets, DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Heroism)
Cleric Channel Positive Energy 2d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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.
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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Public Speaker (-6 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 14 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

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.
Touch of Glory +6 (5/day) (Sp) Grant +6 to a CHA-based skill or ability check.

Aggrammar level 5:

Aggrammar Deepdelver
Male dwarf cleric (evangelist) of Thyr 5 (Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework)
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 50 (5d8+10)
Fort +8, Ref +5, Will +8; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 light mace +7 (1d6+7) or
. . cold iron longsword +6 (1d8+6/19-20) or
. . mwk cold iron longspear +7 (1d8+9/×3) or
. . silver light mace +6 (1d6+6) or
. . unarmed strike +6 (1d3+6 nonlethal)
Ranged sling +5 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)
Special Attacks channel positive energy 3/day (DC 14, 2d6), countersong, fascinate, hatred, inspire courage +2, sermonic performance
Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 5/day—touch of glory (+5)
Cleric (Evangelist) Spells Prepared (CL 5th; concentration +7)
. . 3rd—heroism[D], summon monster III
. . 2nd—bless weapon[D], communal protection from evil[UC], summon monster II
. . 1st—divine favor, divine favor, magic weapon, shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Glory (Heroism subdomain)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 15, Cha 10
Base Atk +3; CMB +6; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Augment Summoning, Combat Reflexes, Power Attack, Spell Focus (conjuration), Steel Soul[APG]
Traits fate's favored, reactionary
Skills Acrobatics -1 (-5 to jump), Craft (weapons) +8, Diplomacy +4, Heal +12, Knowledge (history) +6 (+8 on checks that pertain to dwarves or their enemies), Knowledge (planes) +7, Knowledge (religion) +10, Linguistics +6, Perception +6 (+8 to notice unusual stonework), Sense Motive +7, Spellcraft +8; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Goblin, Infernal
SQ public speaker, spontaneous casting
Combat Gear cold iron sling bullets (50), scroll of delay poison, scroll of lesser restoration, lesser restoration, scroll of magic weapon, obscuring mist, remove sickness, scroll of magic weapon, remove sickness, scroll of remove blindness/deafness, scroll of remove curse, scroll of remove disease, scroll of remove disease, remove disease, remove disease, scroll of remove paralysis, wand of cure light wounds (50 charges), alchemist's fire (2), antiplague[APG], antitoxin, healer's kit, heatstone[ISWG], vermin repellent[UE] (2); Other Gear +1 chain shirt, mwk buckler, +1 light mace, cold iron longsword, mwk cold iron longspear, silver light mace, sling, sling bullets (20), belt of giant strength +2, cloak of resistance +2, ioun stone, dusty rose, cracked, bandolier[UE], bedroll, belt pouch, belt pouch, crowbar, masterwork artisan's tools, masterwork backpack[APG], masterwork backpack[APG], miner's pick, silver holy symbol of Thyr, trail rations (15), waterskin, 100 gp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/2
Antiplague - 0/1
Antitoxin - 0/1
Cleric Channel Positive Energy 2d6 (3/day, DC 14) (Su) - 0/3
Cold iron sling bullets - 0/50
Healer's kit - 0/10
Sermonic Performance (standard action, 12 rounds/day) - 0/12
Sling bullets - 0/20
Touch of Glory +5 (5/day) (Sp) - 0/5
Trail rations - 0/15
Vermin repellent - 0/2
Wand of cure light wounds (50 charges) - 43/50
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bardic Performance: Fascinate (2 targets, DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Heroism)
Cleric Channel Positive Energy 2d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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.
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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Public Speaker (-5 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 12 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

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.
Touch of Glory +5 (5/day) (Sp) Grant +5 to a CHA-based skill or ability check.

Aggrammar level 3:

Aggrammar Deepdelver
Male dwarf cleric (evangelist) of Thyr 3 (Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 30 (3d8+6)
Fort +5, Ref +3, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron longsword +5 (1d8+3/19-20) or
. . mwk cold iron longspear +6 (1d8+4/×3) or
. . silver light mace +5 (1d6+3)
Ranged sling +4 (1d4+3)
Special Attacks channel positive energy 3/day (DC 13, 1d6), countersong, fascinate, hatred, inspire courage +1, sermonic performance
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—touch of glory (+3)
Cleric (Evangelist) Spells Prepared (CL 3rd; concentration +5)
. . 2nd—bless weapon[D], communal protection from evil[UC], silence (DC 14)
. . 1st—command (DC 13), divine favor, shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Glory (Heroism subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 15, Cha 10
Base Atk +2; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Combat Reflexes, Power Attack, Spell Focus (conjuration), Steel Soul[APG]
Traits fate's favored, reactionary
Skills Acrobatics -1 (-5 to jump), Craft (weapons) +7, Diplomacy +4, Heal +9, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +5, Perception +3 (+5 to notice unusual stonework), Sense Motive +6, Spellcraft +5; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Infernal
SQ public speaker, spontaneous casting
Combat Gear cold iron sling bullets (50), scroll of magic weapon, obscuring mist, remove sickness, scroll of magic weapon, remove sickness, wand of cure light wounds (50 charges), alchemist's fire (2), antiplague, antitoxin, healer's kit, heatstone, vermin repellent (2); Other Gear +1 chain shirt, cold iron longsword, mwk cold iron longspear, silver light mace, sling, sling bullets (20), ioun stone, dusty rose, cracked, bandolier, bedroll, belt pouch, belt pouch, crowbar, masterwork artisan's tools, masterwork backpack, miner's pick, silver holy symbol of Thyr, trail rations (10), waterskin, 270 gp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bardic Performance: Fascinate (1 targets, DC 11) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Heroism)
Cleric Channel Positive Energy 1d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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.
Fate's Favored Increase luck bonuses by 1.
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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Public Speaker (-3 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 8 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

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.
Touch of Glory +3 (5/day) (Sp) Grant +3 to a CHA-based skill or ability check.

Previous Aggrammar:

Aggrammar Deepdelver
Male dwarf cleric of Thyr 3
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 30 (3d8+6)
Fort +5, Ref +3, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron longsword +5 (1d8+3/19-20) or
. . mwk cold iron longspear +6 (1d8+4/×3) or
. . silver light mace +5 (1d6+3)
Ranged sling +4 (1d4+3)
Special Attacks channel positive energy 3/day (DC 13, 2d6), hatred
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—touch of glory (+3)
Cleric Spells Prepared (CL 3rd; concentration +5)
. . 2nd—bless weapon[D], communal protection from evil[UC], silence (DC 14)
. . 1st—bless, command (DC 13), divine favor, shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 12), stabilize
. . D Domain spell; Domains Glory (Heroism subdomain), Travel
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 15, Cha 10
Base Atk +2; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Combat Reflexes, Power Attack, Spell Focus (conjuration), Steel Soul[APG]
Traits fate's favored, reactionary
Skills Craft (weapons) +8, Diplomacy +4, Heal +9, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +5, Perception +2 (+4 to notice unusual stonework), Sense Motive +6, Spellcraft +5; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Infernal
SQ agile feet (5/day)
Combat Gear cold iron sling bullets (50), scroll of magic weapon, obscuring mist, remove sickness, scroll of magic weapon, remove sickness, wand of cure light wounds (50 charges), alchemist's fire (2), antiplague, antitoxin, healer's kit, heatstone, vermin repellent (2); Other Gear +1 chain shirt, cold iron longsword, mwk cold iron longspear, silver light mace, sling, sling bullets (20), ioun stone, dusty rose, cracked, bandolier, bedroll, belt pouch, belt pouch, crowbar, masterwork artisan's tools, masterwork backpack, miner's pick, silver holy symbol of Thyr, trail rations (10), waterskin, 270 gp
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cleric Channel Positive Energy 2d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism)
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.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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.
Fate's Favored Increase luck bonuses by 1.
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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
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.
Touch of Glory +3 (5/day) (Sp) Grant +3 to a CHA-based skill or ability check.

Background:

The sound of hammer on metal ringed in his ears, the muscular dwarf pounding away at the axe blade, intent on bringing out the shape he needed. Pausing for a moment, he stared at his work with a satisfied smile, then with an old, almost forgotten prayer, lifted his eyes to the longsword hanging above the forge - a tribute to Iomedae - "I know tis not a longsword, but you approve, no?" - he jested, letting out a raucous laughter.

By now, the clan had gotten used to Aggrammar’s ‘unusual’ divine inclination - the dwarf had followed his family's footsteps, which traced back to the worship of Aroden, ‘The Protector' in lost days, having found in Iomedae the spiritual guidance that made sense in his heart and soul - ”Me and the Goddess, we gotta thing goin’ on” - he would say with a smile.

But back down by his forge, the ghosts of the past frequently assaulted him - he was effectively an orphan dwarf - he had his kin, but not his family with him - they were all dead. To this day, there were still some that would steer clear from Aggramar, saying a pall was upon those of the name Deepdelvers, for having dug too deep, and too close to things not meant to be uncovered - he just ignored it all, but there was a modicum of truth in it all, and he knew it as well.

Centuries ago his family had been a part of the brave many that charged the ancient city of Tsar - stubbornly they refused to give chase when Zelkor's Army of Light departed, instead chosing to fortify whatever positions they had gained thus far. When the news of the army's dissapearance came, they hit the remaining forces like a tidal wave - even though inside they felt they had made the right choice, the Deepdelver clan felt as if their duty towards the others was unfulfilled. After taking the time to investigate the vanished army, tenuous tracks of the cultists were found - a word here, a deed there, a murder or an abduction allowed the clan to track them to the Forest of Hope, a sylvan woodland near the Coast Road.

Understanding there were too many variables to simply mount a full on assault on the cult, the clan set up about on a location removed from their main area of activity, and started digging...

Aggrammar has been able to puzzle together bits and pieces of what exactly made the dwarves abandon their endeavor, of what could be such a dreadful experience to make a stubborn clan of dwarves, bolstered by faith, weapon and shield retreat from the underground - but he has only a vague idea, having read notes here and there (some plucked from his grandfather's diary, others having convinced his scribe uncle to let him take a peek) about the Pall, the Sickness, and the end of Deepdelver days...

These all seem like too desperate words for dwarves, but the truth of the matter is that none of the Deepedlvers remain to this day - Aggrammar has witnessed all their deaths, was there to bury the last of them - his mother - and has led a lonely life ever since. There was not a singular 'normal' death in his family - all Deepdelvers succumbing to madness, sickness, or even freakish accidents unexplained until now. Being a dwarf without a family has taken its toll on the still (by all measures) young dwarf, and he grew increasingly reclusive, toiling at his forge, communing with Iomedae, and puring through old, dusty heirlooms, trying to understand why.

He decided it was time to shake the lethargy from his life and body, and after a particularly difficult week, filled with dreams and feelings of despair, he decided to hit the road, and follow the only palpable lead he has - the Coast Road.