—————
Artificer's Touch 1d6 (6/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life,
and create objects from nothing.
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.
Dark vision (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.
Greed +2 to Appraise to determine price of non magic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Resistant Touch +1 (6/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bonus for 1 min, but lose own bonus.
Selective Channeling Exclude targets from the area of your Channel Energy.
Stone cunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.