Tablark Hammergrind

Emercy Hammertime's page

65 posts. Alias of Javell DeLeon.


Full Name

Emercy Hammertime

Race

Dwarf

Classes/Levels

Fighter/Cleric 3rd(Gestalt);

Size

Med

Age

64

Alignment

NG

Deity

Torag

Location

Five King Mountains

Languages

Dwarven, Common

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 15
Charisma 12

About Emercy Hammertime

Dice:

[dice=Mwk Warhammer w/PA]1d20+6[/dice]
[dice=Damage]1d8+4[/dice][/dice]

Backstory:

"Blast!!! Blast blast blast blast blast!!!!!!" the dwarf complains angrily.

Danrok and Fulgram both look at each other and in tandem roll their eyes at their explosive brother. "I wonder what's got 'im all riled up this time," says the elder Danrok. "My guess is he's lost his backside," responds the younger Fulgram, chuckling.

Stomping outside and catching sight of his brothers, "What in the Abyss are you two bumbleheads smilin' about?!?!?! It was probably you two," he points accusingly, "that borrowed it and lost it!!! HUH?! WAS IT?! WELL?!?! WAS IT?!?! DON'TCHA BE LYIN' 'CAUSE I'LL KNOW!!!" he glares at them with utter fury. A thought then occurs to him, "Oh wait, never mind. I threw that out." he says, overcome instantly with absolute calm. Shrugging, "So, are we movin' out same time tomorrow mornin' as usual? Captain hasn't mentioned anythin' different so I'm guessin' that's the case."

Danrok moves up to Emercy and places a hand on his shoulder, "Emercy, you've been doin' this too long. And the Captain thinks you need a change of scenery."

Emercy looks at him like he's crazy. "What?!?! Why?!?! That makes no sense!!! We've all been doin' this trade route for years for crying out loud!!! It's what we do, ya know?!?! I mean, why in the blazes does he think I need a change of scenery?!?! UUUUUGH!!!" the dwarf grunts, sighing and pausing to collect himself. Finally after several moments, "Okay, I mean, sure, maybe it's a bit borin' sometimes. Same ol' same ol' trip after trip. Managin' to run into trouble a couple times a year but nothin' we can't handle. And yeah, I've thought about travelin' and maybe takin' my talents south but those are just thoughts," he claims, shrugging. The two brothers simply stare at him with their arms crossed. Emercy's eyes wander awkardly a moment before, "What?"

-----------------------------------------------------------------------

Katapesh

As the sun just barely peeks over the horizon, Emercy's eyes pop open. The dwarf then rises out of bed and heads toward the window looking out. Sighing, "Gonna be a hot one again I see." He chuckles at his own conclusion seeing how it's pretty much always hot in this part of the world. "Two years. I can't believe it's been two years and I'm still here in this rat hole. I'm thinkin' it's time ta move on from this place and find somethin' with a bit more life to it 'cause this ain't cuttin' it." After getting dressed and gathering his things, he walks out into the sun filled sky day and looks upon the landscape. "Ah well, will deal with that later. Time ta head to the market and see if they have what I be needin'. Otherwise, it's really gonna tick me off." He then heads out.

Emercy Hammertime of the Stonehammer clan was born and raised in Janderhoff by his parents, Gloin and Admina. He's 64 years old, 4'4" and about 199lbs with ruddy skin, brown hair, brown eyes, and a beard to match. His pic represents him quite well.

20 questions:

1. What is your character’s name?
In Backstory

2. How old is your character?
In Backstory

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
In Backstory

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
None.

5. Where was your character born? Where were you raised? By who?
In Backstory.

6. Who are your parents? Are they alive? What do they do for a living?
In Backstory. Yes. They're both smiths.

7. Do you have any other family or friends?
Two brothers. In backstory.

8. What is your character’s marital status? Kids?
None and none.

9. What is your character’s alignment?
NG

10. What is your character’s moral code?
To smash those with his hammer when they don't listen to reason! And then possibly talk to them in a reasonable manner. As long as they're not punks.

11. Does your character have goals?
None really. Not at this point in his life. Just to live day by day and see what comes his way. And possibly take down as many punks as he can.

12. Is your character religious? what deity?
Yep. Torag.

13. What are your character’s personal beliefs?
He believes in smashing those with his hammer when they don't listen to reason! Mainly the bad guys. And punks. Never take garbage from punks.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Friendly sort but tends to get cranky sometimes. Tends to get a little ticked when things don't go his way. Mainly in combat. And mainly towards punks. He's kind of a fiery fellow.

15. Why does your character adventure?
Because it's more interesting than sitting around and doing nothing. Emercy is not a "sit still" kind of dwarf.

16. How does your character view his/her role as an adventurer?
Simply as a part of life.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
A birthmark on the underside of his forearm in the shape of a warhammer.

18. How does your character get along with others?
As long as they're not punks, quite well. He has a hard time with punks. Have I mentioned that yet? ;)

19. Is there anything that your character hates?
Punks. And then bad guys. Every so often his brothers because sometimes they tend to be punks. ;)

20. Is there anything that your character fears?
Nope. He's too much of a curmudgeon to be afraid of stuff. ;)

Emercy Hammertime
Male dwarf Cleric of Torag 3/Fighter 3/gestalt 3
NG Medium humanoid (dwarf)
Init: +2
Senses: Darkvision 60 ft.; Perception +7 (+8 to determine if surprised, +9 to notice unusual stonework)
Aura: Deflection aura (20 ft.)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 shield)
hp 39 (1d10+20lvl+6con+3fc)
Fort +6: (+3base/+2con/+1resist)
Ref +4: (+1base/+2dex/+1resist)
Will +6: (+3base/+2con/+1resist) (+1 vs. fear; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. charm and compulsion)
Defensive Abilities Defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Mwk warhammer +7 (1d8+2/×3)
Special Attacks Channel positive energy 6/day (DC 12, 2d6), Hatred
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—acid dart (1d6+1 acid)

Cleric Spells Prepared (CL 3rd; concentration +5)
. . 2nd—Barkskin[D], Bull's strength, Communal protection from evil
. . 1st—Ant haul, Divine favor, Shield[D], Weapons against evil
. . 0 (at will)—Create water, Detect magic, Guidance, Resistance
. . D = Domain spell
Domains: Protection (Defense subdomain), Earth

--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 15, Cha 12
Base Atk +3; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
----------------------
Feats
----------------------
Level gained feats: 1st): Extra Channel; 3rd): Channel Smite
EiTR feats: Combat Expertise, Deadly Aim, Power Attack
Fighter bonus feats: 1st): Weapon Focus(Hammers); 2nd): Shield Focus

-----------------------------
Traits
-----------------------------
Battlefield caster: Your faith protects you even as you unleash spells in the thick of battle. You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.
Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Militant merchant: You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger. You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

-------------------------
Skills
-------------------------
Acrobatics +0 (-4 to jump):
Diplomacy +5: (+1rnk/+1Cha/+3cs)
Heal +6: (+1rnk/+2Wis/+3cs)
Perception +7: (+2rnks/+2Wis/+3cs) (+8 to determine if surprised, +9 to notice unusual stonework)
Sense Motive +6: (+1rnk/+2Wis/+3cs)
Survival +6: (+1rnk/+2Wis/+3cs)
---------------------------------------------
Background skills: 6 rnks
---------------------------------------------
Knowledge (engineering) +4: (+1rnk/+0Int/+3cs)
Knowledge (history) +4: (+1rnk/+0Int/+3cs)
Knowledge (nobility) +4 : (+1rnk/+0Int/+3cs)
Linguistics +6: (+3rnk/+0Int/+3cs)
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages: Ancient Osiriani, Common, Dwarven, Kelish, Undercommon
SQ: Armor training 1
----------------------
Gear
----------------------
Potion of cure light wounds (x6)
potion of invisibility
Mwk agile breastplate
+1 darkwood heavy wooden shield
mwk warhammer
flint and steel
masterwork backpack
waterskin, 229 gp

---------------------------------
Dwarven abilities
----------------------------------
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.
Greed: +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1: Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2: +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

----------------------------
Cleric Abilities
----------------------------
Acid Dart 1d6+1 acid (5/day) (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.
Channel Smite: Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 2d6 (6/day, DC 12) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.

---------------
DOMAINS
---------------
Earth Domain:

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
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.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

--------------------------------------------------------------------------- --------------------------------------------------------------------------- -----------

Defense Subdomain:

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.
Replacement Power: The following granted power replaces the resistant touch power of the Protection domain.
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.
*Replacement Domain Spells: 1st—shield, 2nd—barkskin, 7th—deflection.
Domain Spells: *1st—shield, *2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, *7th—deflection, 8th—mind blank, 9th—prismatic sphere.

------------------------------
Fighter Abilities
-------------------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Emercy Hammertime 7th:

Emercy Hammertime
Male dwarf cleric of Torag 7
NG Medium humanoid (dwarf)
Init +1(+2 w/o stone); Senses Darkvision 60 ft.; Perception +11 (+12 to determine if surprised)
Aura Deflection aura (20 ft.)
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 21 (+8 armor, +2 Dex, +3 shield, +1 natural)
hp 66 (1d8+30+21con+7fc)
Fort +10 (+5base/+3con/+2domain(resistance))
Ref +6 (+2base/+2dex/+2domain(resistance))
Will +11 (+5base/+4wis/+2domain(resistance)) (+2 vs. poison, spells, and spell-like abilities; +2 trait vs. charm/complusion)
Defensive Abilities Defensive training; Resist acid 10
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Warhammer +8 (1d8+3/×3) or
. . mwk battleaxe +8 (1d8+2/×3) or
. . mwk heavy pick +8 (1d6+2/×4)

Ranged javelin +7 (1d6+2)
Special Attacks channel positive energy 6/day (DC 14, 4d6), hatred
Domain Spell-Like Abilities (CL 7th; concentration +11)
. . 7/day—acid dart (1d6+4 acid)
Cleric Spells Prepared (CL 7th; concentration +11)
. . 4th—blessing of fervor(DC 18), freedom of movement, spike stones[D] (DC 18)
. . 3rd—beacon of luck, channel vigor, invisibility purge, protection from energy[D]
. . 2nd—barkskin[D], bull's strength, ironskin, communal protection from evil, shield of fortification
. . 1st—bless, remove fear, remove sickness (DC 15), shield[D], shield of faith, weapons against evil
. . 0 (at will)—create water, mending, purify food and drink, stabilize

. . [D] Domain spell; Domains Protection (Defense subdomain), Earth
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14/16( +2belt), Int 10, Wis 16/18 (+1@4th; +2belt), Cha 12
Base Atk +5; CMB +7; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Combat Casting, Extra Channel, Ironhide
-----------------
Traits
-----------------
Birthmark: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Militant merchant: You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger. You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
-----------------
Skills
-----------------
Acrobatics +1 (-3 to jump): (+2dex/-1acp)
Appraise +5: (+1rnk/+1int/+3cs) (+7 to assess nonmagical metals or gemstones)
Diplomacy +10: (+4rnk/+1chr/+3cs/+2competence)
Heal +10: (+1rnk/+4wis/+3cs/+2healer's kit)
Knowledge (history) +5: (+1rnk/+1int/+3cs)
Knowledge (religion) +5: (+1rnk/+1int/+3cs)
Linguistics +5: (+1rnk/+1int/+3cs)
Perception +11: (+1rnk/+4wis/+3cs/+2competence/+1trait) (+12 to determine if surprised; +9 and +10 respectively w/o stone)
Sense Motive +10: (+3rnk/+4wis/+3cs)
Spellcraft +5: (+1int/+1rnk/+3cs)
Survival +5: (+4wis/+1rnk)
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Kelishite
SQ Stonesinger
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Gear:
--------------
+2 Mithral agile breastplate, +1 mithral heavy steel shield, +1 warhammer, javelin (x10), mwk battleaxe, mwk heavy pick, Pearl of power (1st level) (x2), wand of endure elements (50 charges), healer's kit (x2); belt of mighty constitution +2, cracked magenta prism ioun stone, dunestrider boots, flawed dark blue rhomboid ioun stone, headband of inspired wisdom +2, muleback cords, bedroll, flint and steel, masterwork backpack, silk rope (50 ft.), spell component pouch, trail rations (x5), waterskin, 120 gp, 2 sp
--------------------
Special Abilities
--------------------
Acid Dart 1d6+4 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe in 30 ft.
Cleric Channel Positive Energy 4d6 (8/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) 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.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflection Aura (7 rounds, 1/day) (Su) 20' radius aura grants +2 AC and +2 CMD.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.

---------------
DOMAINS
---------------
Earth Domain:

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
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.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

--------------------------------------------------------------------------- --------------------------------------------------------------------------- -----------

Defense Subdomain:

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.
Replacement Power: The following granted power replaces the resistant touch power of the Protection domain.
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.
*Replacement Domain Spells: 1st—shield, 2nd—barkskin, 7th—deflection.

Domain Spells: *1st—shield, *2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, *7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Emercy:

Emercy Hammertime
Male Dwarf Cleric 1
NG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4
Aura deflection aura (1 rounds) (1/day)
--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5 (+2base/+2con/+1domain)
Ref +1 (+0base/+0dex/+1domain)
Will +6 (+2base/+3wis/+1domain)
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee
. . Pick, Heavy +2 (1d6+2/20/x4) and
. . Warhammer +2 (1d8+2/20/x3)
Ranged Sling +0 (1d4+2/20/x2)
Spell-Like Abilities Acid Dart (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 0 ranged touch):

--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 11, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Endurance
Traits Giant Killer, Zest for Battle
----------------
Skills:
----------------
Diplomacy +4: (+0chr/+1rnk/+3cs)
Knowledge (Religion) +4: (+0int/+1rnk/+3cs)
Linguistics +4: (+0int/+1rnk/+3cs)
Perception +3:
Sense Motive +7:[/bigger] (+3wis/+1rnk/+3cs)
Languages Common, Dwarven, Terran
SQ Aura (Ex), Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Defense, Cleric Domain: Earth, Greed, Hardy +2, Hatred, Slow and Steady, Spontaneous Casting, Stability
Combat Gear Bullets, Sling (10), Pick, Heavy, Scale Mail, Shield, Heavy Wooden, Sling, Warhammer; Other Gear Backpack, Masterwork (10 @ 5 lbs); Flint and steel; Rations, trail per day (x4); Waterskin

---------------
DOMAINS
---------------
Earth Domain:

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
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.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

--------------------------------------------------------------------------- --------------------------------------------------------------------------- -----------

Defense Subdomain:

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.
Replacement Power: The following granted power replaces the resistant touch power of the Protection domain.
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.
*Replacement Domain Spells: 1st—shield, 2nd—barkskin, 7th—deflection.
Domain Spells: *1st—shield, *2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, *7th—deflection, 8th—mind blank, 9th—prismatic sphere.

--------------------
SPECIAL ABILITIES
--------------------
Acid Dart (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Rage (13 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonesinger: (Alt race trait)
Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability. This racial trait replaces the stonecunning racial trait.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.