Joran Vhane

Brandor Bulwark's page

396 posts. Alias of PJP.


Full Name

Brandor Bulwark

Race

Dwarf

Classes/Levels

Cleric 4| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMD: 15 | F: +6, R: +2, W: +7 | Init: +5/+7 if can act in surprise | Perc: +4 / +6 Eagle, SM: +7 | Active conditions: none

Gender

Male

Size

Medium

Alignment

Lawful Good

Deity

Easivra, The Dawn Eagle

Languages

Dwarf, Common

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 16
Charisma 12

About Brandor Bulwark

Brandor Bulwark
LG Medium Male Dwarf Cleric 4
Languages Common, Dwarven
Senses: Darkvision
Hero Points: 2

Fluffernutter, Animal Companion, Eagle:

This magnificent bird of prey has dark feathers save for those on its head, which are pure white.
Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average); AC +1Brandor Bulwark
LG Medium Male Dwarf Cleric 4
Languages Common, Dwarven
Senses: Darkvision
Hero Points: 2

[spoiler=Fluffernutter, Animal Companion, Eagle]
This magnificent bird of prey has dark feathers save for those on its head, which are pure white.
Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities low-light vision.

4th-Level Advancement: Ability Scores Str +2, Con +2.

AC: 13 (+1 natural +2 Dex)
HP: 15 (8+1 / 5+1)
HD: 2
BAB: +1
Fort: +4 (+3 companion +1 Con)
Ref: +5 (+3 companion +2 Dex
Wil: +2 (+0 companion +2 Wis)
Skills: 2 Fly +6 (+2 Dex +1 rank +3 Class), Perception +6 (+2 Wis +1 rank +3 class)
Feats: 1
Nat Armor Bonus: +0
Str/Dex: +0
Bonus Tricks: 1
Special: Link, share spells

Attacks:
Bite +1 Att 1d4+0 dmg
2 talons +1 Att 1d4+0 dmg

DEFENSE
AC 19 (+ 6 armor +2 shield +1 dex), touch 11, flat-footed 18
CMD 15 (+3 BAB +1 Str +1 dex)
HP 35 (8+3 / 5+3 / 5+3/ 5+3)
Fort +6 (+4 cleric +2 Con)
Ref +2 (+1 cleric +1 Dex)
Will +7 (+4 cleric +3 Wis)

Defensive Abilities
+2 trait bonus on saving throws against fear effects.
+1 trait bonus on saving throws against spells, spell-like abilities, and poison.

OFFENSE
Initiative +5 (add +2 if can act in surprise round)
Speed 20 ft
Base Attack +3; Melee Touch +6; Ranged Touch +4 (+3 cleric +3 Str +1 Dex)
CMB 15 (+3 BAB +2 Str)

Ranged (+3 BAB, +1 Dex)
Dagger +4 Att, 1d4+2 Dmg, 10 ft, P, Crit 19-20/x2
Crossbow, light +4 Att, 1d8 Dmg, 90 ft, P, Crit 19-20/x2

Melee (+3 BAB, +3 Str)
Morningstar +6 Att, 1d8+3 Dmg, B & P, Crit 20/x2
Mwk Battleaxe +7 Att, 1d8+3 Dmg, S, Crit 20/x3

Channel Energy (+1 Chr)
6 of 6 times per day remaining (3 + 1 Chr +2 Extra Channel)

2d6 heal 30’ radius, or damage to undead, Will Save DC 13 for half (10 + ½ lvl + 1 Chr)
Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Spells Prepared
Orisons (DC 13)
1. Detect magic 60ft cone, concentration up to 1 min/lvl Link
2. Detect poison Detect poison in 1 creature or object, DC 20 Wis check to determine type, and/or craft(alchemy) check Link
3. Guidance +1 competence bonus on a single attack roll, saving throw, or skill check, good for 1 minute. Link
4. Resistance +1 resistance bonus on saves for 1 minute. Link

1st Level (DC 14)
1. Protection from evil
2. Bless
3. Funereal weapon
D. Calm animals (endure elements or calm animals only) Link
B. Divine Favor

2nd Level (DC 15)
1. Bull's Strength
2. Align weapon
D. Feather fall (heat metal or feather fall only) Link
B. Spiritual weapon

Good options: Aid
Eagle’s splendor
Remove paralysis
Resist Energy
Summon monster II

Spontaneous casting: : CLW, CMW, Lessor Restoration

STATISTICS
Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)

How?:

S 13 3 14 +1
D 12 2 12 +1
C 14 5 +2 16 +3
I 10 0 10 +0
W 14 5 +2 16 +3
Ch 14 5 -2 12 +1
Level 4: +1 strength
Belt +2 Str

SKILLS 6 (2/2/2/2)
Acrobatics +1 (+1 Dex)
Bluff +1 (+1 Chr)
Climb +3 (+2+1 Str)
Diplomacy* +4 (1 rank +0 Chr +3 class)
Escape Artist +1 (+1 Dex)
Fly* +1 (+1 Dex+3 class)
Handle Animal +1 (+1 Cha)
Heal* +7 (1 rank +3 Wis +3 class)
Intimidate +1 (+1 Cha)
Knowledge(arcana)*+0 (+0 Int +3 class)
Knowledge(planes)* +4 (1 rank +0 Int +3 class)
Knowledge(religion)* +5 (2 rank +0 Int +3 class)
Perception +4 (+ 3 Wis +1.5 trait)
Ride +1 (+1 Dex)
Sense Motive* +7 (1 rank +3 Wis +3 class)
Spellcraft* +8 (2 rank +3 Int +3 class)
Stealth +1 (+1 Dex)
Survival +3 (+3 Wis)
Swim +3 (+2+1 Str)

Background Skills 6 (2/2/2/2)
Appraise* +4/+6 (1 rank +0 Int +3 class; , +2 racial for non-magical containing gemstones or metal)
Craft (alchemy) +4 (1 rank +0 Int +3 class)
Knowledge(history)* +5 (2 rank +0 Int +3 class)
Knowledge(nobility)* +5 (2 rank +0 Int +3 class)
Linguistics* +5 (2 rank +0 Int +3 class)

COINS
PP – 0
GP – 179
SP – 9
CP – 0

EQUIPMENT
Cleric’s vestments
Chain mail
Belt of Giant's Strength
Shield, heavy steel
Morningstar
Dagger
Masterwork Battleaxe (family heirloom)
Crossbow, light
10 bolts

Backpack
2 potion of Cure Light Wounds
2 vials Holy water
wand of cure moderate wounds (39 charges)

Flint and steel
Grappling hook, common
Rope (50 ft.)
Crowbar
Shovel, common
Tindertwigs
Bedroll
Waterskin

Scroll case:
Scroll, comprehend languages
Scroll, comprehend languages
Scroll, detect evil
Scroll, divine favor (1 min., Link)
Scroll, divine favor
Scroll, magic weapon (+1 att/dmg for 1 min)
Scroll, magic weapon
Scroll, obscuring mist Link
Scroll, remove fear Link
Scroll, remove fear
3 scrolls of restoration

key from the townspeople:
Black key from mummy

Feats:
Improved initiative (1st level)
Extra Channel (3rd level)

Traits:
Glory of Old (Dwarf, Five Kings Mountains): In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Courageous: Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you'd make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.

Special Abilities:

Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Wyrmscourged: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the exceptional, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning.

Class Features
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
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 deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
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.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
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.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Deity: Easivra The Dawn Eagle
Alignment: LG
Areas of Concern: Avians, gold, the sun
Domains: Animal, Good, Law, Sun
Subdomains: Archon (Good), Archon (Law), Day, Feather, Light
Favored Weapon: Morningstar

Feather (Animal) Domain
Granted Powers: you treat Fly as a class skill.

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Sun Domain
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: 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 who worships 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).
Chaotic, Evil, Good, and Lawful Spells: 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.
Bonus Languages: 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.

BACKGROUND
Five mountains

DESCRIPTION
Light and airy nature, especially for a dwarf.

natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities low-light vision.

4th-Level Advancement: Ability Scores Str +2, Con +2.

AC: 13 (+1 natural +2 Dex)
HP: 15 (8+1 / 5+1)
HD: 2
BAB: +1
Fort: +4 (+3 companion +1 Con)
Ref: +5 (+3 companion +2 Dex
Wil: +2 (+0 companion +2 Wis)
Skills: 2 Fly +6 (+2 Dex +1 rank +3 Class), Perception +6 (+2 Wis +1 rank +3 class)
Feats: 1
Nat Armor Bonus: +0
Str/Dex: +0
Bonus Tricks: 1
Special: Link, share spells

Attacks:
Bite +1 Att 1d4+0 dmg
2 talons +1 Att 1d4+0 dmg
[/spoiler]

DEFENSE
AC 19 (+ 6 armor +2 shield +1 dex), touch 11, flat-footed 18
CMD 15 (+3 BAB +1 Str +1 dex)
HP 35 (8+3 / 5+3 / 5+3/ 5+3)
Fort +6 (+4 cleric +2 Con)
Ref +2 (+1 cleric +1 Dex)
Will +7 (+4 cleric +3 Wis)

Defensive Abilities
+2 trait bonus on saving throws against fear effects.
+1 trait bonus on saving throws against spells, spell-like abilities, and poison.

OFFENSE
Initiative +5 (add +2 if can act in surprise round)
Speed 20 ft
Base Attack +3; Melee Touch +6; Ranged Touch +4 (+3 cleric +3 Str +1 Dex)
CMB 15 (+3 BAB +2 Str)

Ranged (+3 BAB, +1 Dex)
Dagger +4 Att, 1d4+2 Dmg, 10 ft, P, Crit 19-20/x2
Crossbow, light +4 Att, 1d8 Dmg, 90 ft, P, Crit 19-20/x2

Melee (+3 BAB, +3 Str)
Morningstar +6 Att, 1d8+3 Dmg, B & P, Crit 20/x2
Mwk Battleaxe +7 Att, 1d8+3 Dmg, S, Crit 20/x3

Channel Energy (+1 Chr)
6 of 6 times per day remaining (3 + 1 Chr +2 Extra Channel)

2d6 heal 30’ radius, or damage to undead, Will Save DC 13 for half (10 + ½ lvl + 1 Chr)
Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Spells Prepared
Orisons (DC 13)
1. Detect magic 60ft cone, concentration up to 1 min/lvl Link
2. Detect poison Detect poison in 1 creature or object, DC 20 Wis check to determine type, and/or craft(alchemy) check Link
3. Guidance +1 competence bonus on a single attack roll, saving throw, or skill check, good for 1 minute. Link
4. Resistance +1 resistance bonus on saves for 1 minute. Link

1st Level (DC 14)
1. Protection from evil
2. Summon monster I Link
3. Funereal weapon
D. Calm animals (endure elements or calm animals only) Link
B. Hide from Undead

2nd Level (DC 15)
1. Consecrate - 10 hours
2. Aid - 5 minutes
D. Feather fall (heat metal or feather fall only) Link
B. Spiritual weapon

Good options: Aid
Eagle’s splendor
Remove paralysis
Resist Energy
Summon monster II

Spontaneous casting: : CLW, CMW, Lessor Restoration

STATISTICS
Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)

How?:

S 13 3 14 +1
D 12 2 12 +1
C 14 5 +2 16 +3
I 10 0 10 +0
W 14 5 +2 16 +3
Ch 14 5 -2 12 +1
Level 4: +1 strength
Belt +2 Str

SKILLS 6 (2/2/2/2)
Acrobatics +1 (+1 Dex)
Bluff +1 (+1 Chr)
Climb +3 (+2+1 Str)
Diplomacy* +4 (1 rank +0 Chr +3 class)
Escape Artist +1 (+1 Dex)
Fly* +1 (+1 Dex+3 class)
Handle Animal +1 (+1 Cha)
Heal* +7 (1 rank +3 Wis +3 class)
Intimidate +1 (+1 Cha)
Knowledge(arcana)*+0 (+0 Int +3 class)
Knowledge(planes)* +4 (1 rank +0 Int +3 class)
Knowledge(religion)* +5 (2 rank +0 Int +3 class)
Perception +4 (+ 3 Wis +1.5 trait)
Ride +1 (+1 Dex)
Sense Motive* +7 (1 rank +3 Wis +3 class)
Spellcraft* +8 (2 rank +3 Int +3 class)
Stealth +1 (+1 Dex)
Survival +3 (+3 Wis)
Swim +3 (+2+1 Str)

Background Skills 6 (2/2/2/2)
Appraise* +4/+6 (1 rank +0 Int +3 class; , +2 racial for non-magical containing gemstones or metal)
Craft (alchemy) +4 (1 rank +0 Int +3 class)
Knowledge(history)* +5 (2 rank +0 Int +3 class)
Knowledge(nobility)* +5 (2 rank +0 Int +3 class)
Linguistics* +5 (2 rank +0 Int +3 class)

COINS
PP – 0
GP – 179
SP – 9
CP – 0

EQUIPMENT
Cleric’s vestments
Chain mail
Belt of Giant's Strength
Shield, heavy steel
Morningstar
Dagger
Masterwork Battleaxe (family heirloom)
Crossbow, light
10 bolts

Backpack
2 potion of Cure Light Wounds
2 vials Holy water
wand of cure moderate wounds (39 charges)

Flint and steel
Grappling hook, common
Rope (50 ft.)
Crowbar
Shovel, common
Tindertwigs
Bedroll
Waterskin

Scroll case:
Scroll, comprehend languages
Scroll, comprehend languages
Scroll, detect evil
Scroll, divine favor (1 min., Link)
Scroll, divine favor
Scroll, magic weapon (+1 att/dmg for 1 min)
Scroll, magic weapon
Scroll, obscuring mist Link
Scroll, remove fear Link
Scroll, remove fear
3 scrolls of restoration

key from the townspeople:
Black key from mummy

Feats:
Improved initiative (1st level)
Extra Channel (3rd level)

Traits:
Glory of Old (Dwarf, Five Kings Mountains): In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Courageous: Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you'd make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.

Special Abilities:

Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Wyrmscourged: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the exceptional, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning.

Class Features
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
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 deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
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.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
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.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Deity: Easivra The Dawn Eagle
Alignment: LG
Areas of Concern: Avians, gold, the sun
Domains: Animal, Good, Law, Sun
Subdomains: Archon (Good), Archon (Law), Day, Feather, Light
Favored Weapon: Morningstar

Feather (Animal) Domain
Granted Powers: you treat Fly as a class skill.

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Sun Domain
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: 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 who worships 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).
Chaotic, Evil, Good, and Lawful Spells: 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.
Bonus Languages: 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.

BACKGROUND
Five mountains

DESCRIPTION
Light and airy nature, especially for a dwarf.