Diplomacy (Cha):
Heal (Wis): 8 =1 +4 Wis +3 Class
K-Arcana (Int):
K-Nobility (Int)(B): 4= 1 +0 Int +3 Class
K-Planes (Int):
K-Religion (Int): 4= 1 +0 Int +3 Class
Linguistics (Int)(B): 1 +0 Int
Sense Motive (Wis): 8 = 1 +4 Wis +3 Class
Spellcraft (Int):
Spells:
0 level spells 3 Per Day
Guidance +1 on a single attack roll, saving throw, or skill check
Virtue 1 Temp HP for 1 min
Detect Magic within 60 ft
1 level spells 2+1 Per Day
Domain: Shield +4 Shield Bonus 1min/lvl
Spontaneous Cure Light Wounds 1d8+1/lvl
Protection from Evil +2 AC, Saves & Summoned evil natural weapons 1 min/lvl Will negates
Sanctuary opponents can’t attack me/I can’t attack them 1 round/lvl will negates
Protection(Defense) Domain:
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.
Granted Powers
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Granted Powers
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Domain Spells: 1st—magic stone, 2nd—create pit, 3rd—spiked pit, 4th—spike stones, 5th—wall of stone, 6th—hungry pit, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).
Channel Positive Energy:
30-Foot Radius
1d6 + 1d6 per 2 Cleric levels beyond the 1st
Will Save for half DMG DC = 10 +1/2 Cleric Level + Cha
3 +Cha times per day
Standard action Does not provoke AoO
Traits:
Reactionary +2 Init
Sacred Conduit +1 trait bonus Channel DC
Feats
Channel Smite (lvl 1):
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
Racial Stuff:
Slow and Steady: Base Speed 20, speed never modified by armor or encumbrance
Languages: Common, Dwarven
Defense Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
Feat and Skill Racial Traits
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
Equipment:
30 Gold 10 Silver 10 Copper
Dwarven Waraxe 1d10 x3 Slashing 30 Gold
Warhammer 1d8 x3 Bludgeoning 12 Gold
Dagger 1d4 19-20x2 Slashing or Piercing 2 Gold
Scale Mail +5 AC -4AC Check 40 Gold
Heavy Wooden Shield +2AC -2AC Check 7 Gold