Dendek
Male Human cleric (Iron Priest) 1 (Pathfinder RPG Technology Guide 12)
NG Medium humanoid (human)
Init +1; Senses ; Perception +3
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
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Offense
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Speed 30 ft.
Melee: Light Hammer +1 (1d4/x2)
Special Attacks Channel Positive Energy 1d6 3/day DC 10 (vs constructs, not undead. Full damage vs robots, clockwork; ½ damage vs. all other constructs)
Domain Spell-Like Abilities (CL 1st, concentration +4)
(6/day) Artificer's Touch 1d6
Cleric (Iron Priest) Spells Prepared (CL 1st; concentration +4)
1st — burning disarm (DC 14), magic weapon, comprehend languages (domain)
0 (at will)—light, detect magic, read magic, stabilize
Domains:
Artifice, Knowledge
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Statistics
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Str 13, Dex 12, Con 14, Int 16, Wis 16, Cha 10
Base Atk +0; CMB 1; CMD 12
Feats Technologist, Amateur Investigator
Traits mathematical prodigy, local ties (disable device)
Skills: Craft (mechanical) +7, Disable Device +8, Knowledge (engineering) +8, Knowledge (history) +7, Knowledge (religion) +7, Linguistics +7, Survival +7
Languages: Common, Hallit, Goblin, Dwarven, Androffan
SQ
Aura, Spontaneous Casting (can substitute Make Whole for Cure Moderate Wounds, and Greater Make Whole for Cure Critical Wounds)
Other Gear: studded leather armor, backpack, bedroll, belt pouch, candles (10), holy text, flint & steel, iron pot, mess kit, hemp rope (50'), soap, spell components pouch, torches (10), trail rations (5), waterskin, wooden holy symbol, common artisan's tools, common thieves' tools, 89 GP