
| Full Name |
Joffrey Malakson |
| Race |
Dwarf |
| Classes/Levels |
Cleric 1 |
| Gender |
Male |
| Size |
Medium |
| Age |
50 |
| Special Abilities |
Dark Vision (60'), Slow and Steady, Defensive Training, Greed, Hardy, Hatred, Stability, Stonecunning, Weapon Familiarity |
| Alignment |
Lawful Neutral |
| Deity |
Torag |
| Location |
- |
| Languages |
Dwarven, Common, Goblin, Orc |
| Occupation |
Priest |
| Homepage URL |
- |
| Strength |
14 |
| Dexterity |
10 |
| Constitution |
12 |
| Intelligence |
14 |
| Wisdom |
18 |
| Charisma |
8 |
About Joffrey
JOFFREY CR 1/2
Male Dwarf Cleric (Cloistered Cleric) 1
LN Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +4
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DEFENSE
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AC 14, touch 10, flat-footed 14. . (+4 armor)
hp 9 (1d8+1)
Fort +4, Ref +0, Will +6
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Warhammer +2 (1d8+3/20/x3)
Spell-Like Abilities Artificer's Touch (7/day)
Cleric (Cloistered Cleric) Spells Known (CL 1, 2 melee touch, 0 ranged touch):
1 (1/day) Cure Light Wounds (DC 15), Animate Rope
0 (at will) Purify Food and Drink (DC 14), Read Magic (DC 14)
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STATISTICS
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Str 14, Dex 10, Con 12, Int 14, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 12
Feats Scholar: Knowledge: Engineering, Knowledge: Religion, Scribe Scroll
Traits Guardian of the Forge: Knowledge: Engineering, Rostlander
Skills Acrobatics -2, Climb +0, Diplomacy +3, Escape Artist -2, Fly -2, Heal +8, Knowledge: Engineering +10, Knowledge: Nobility +7, Knowledge: Religion +9, Ride -2, Sense Motive +8, Spellcraft +6, Stealth -2, Swim +0
Languages Common, Dwarven, Goblin, Orc
SQ Aura (Ex), Breadth of Knowledge +1, Channel Positive Energy 1d6 (2/day) (DC 9) (Su), Cleric (Cloistered Cleric) Domain: Artifice, Greed, Hardy, Hatred, Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2
Combat Gear Chain Shirt, Warhammer;
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SPECIAL ABILITIES
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Artificer's Touch (1d6+0) (7/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Channel Positive Energy 1d6 (2/day) (DC 9) (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.
Cleric (Cloistered Cleric) Domain: Artifice Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
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 type.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Guardian of the Forge: Knowledge: Engineering You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Scholar: Knowledge: Engineering, Knowledge: Religion +2 bonus on two Knowledge skills
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.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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