Spells Typically Memorized:
DC 14 + spell level
0-Detect Magic, Guidance, Read Magic, Stabilize
1-Bless, Burning Disarm, Comprehend Languages, Protection from Evil, plus Enlarge Person
2-Align Weapon, Lesser Restoration, Spear of Purity, plus Bull's Strength
3-Prayer, Remove Disease, plus Magic Vestment
^-means spell already used for the day
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Statistics
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STR 14
DEX 13
CON 16 (14 +2 dwarf)
INT 10
WIS 18 (15 +2 dwarf + 1 level)
CHA 12 (14 -2 dwarf)
BAB: +3; CMB +5; CMD 16 (+4 vs. bullrush or trip while on the ground)
Feats:
Spoiler:
1. Scribe Scroll, 3. Extra Channel, 5. Power Attack
Skills:
Spoiler:
(2/level, +0/level intelligence)= 2 per level
Diplomacy +6 (2 ranks + 1 Cha + 3 Class)
Heal +9 (2 ranks+ 4 Wis + 3 Class)
Know. Religion +7 (3 ranks+ 0 Int + 3 Class)
Perception +4 (0 ranks +4 Wis + 0 Class)
Spellcraft +5 (2 ranks + 0 Int + 3 Class)
Traits:
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.
* Principled: Benefit: You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
* Deft Dodger: Benefit: You gain a +1 trait bonus on Reflex saves.
Cleric Abilities
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*Domains: A. Earth: 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).
B. Strength: Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.
*Orisons and Spells
*Aura
*Channel Energy: (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
*Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Racial Traits:
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*+2 Con and Wis, -2 Cha
*Medium Size
*20' movement
*Darkvision 60'
*+4 to AC v. giant subtype
*+2 to Appraise on nonmagical goods w/gems or metals
*+1 v. orc and goblin subtype
*+2 on saves v. poison, spells, and SLA's
*+2 on Perception for unusual stonework
*+4 to CMD v. bull rush or trip
*Proficient w/ battle axes, heavy picks, warhammers and "dwarven" weapons
Armor: Half plate
Heavy Wooden Shield, 7 gold
+2 Warhammer
Dagger, 2 gp
Heavy Crossbow & 10 bolts
Explorer's Outfit, free
Backpack, 2 gold
Bedroll, 1 sp
Waterskin, 1 gp
5 day's rations, 2 gp & 5 sp
14 more days of rations, 7 gold
Oil flask, 1 sp
5 tindertwigs -, 5 gp
50' Twine,
Cook pot, 8 sp
Mug, 2 cp
Fish hook -, 1 sp
Scroll case, 1gp
Empty Sack, 1 sp
Wooden Holy Symbol of Dwerfater, 1 gp
Spell component pouch, 5 gp
Belt Pouch .5 lbs., 1 gp
Alchemist's Fire (x2), 40 gold
Acid (x5), 50 gold
Holy Water (x2), 50 gold
Appearance:
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Kaztor is a thickly built dwarf standing 4' 2" tall and weighing approximately 185 lbs, with a long red beard. Unfortunately for his pride, is is completely bald. He gets huffy when someone points out his bald head in a derogatory matter. He presents in a well worn suit of hide armor, which always seems a bit dirty.
In combat he wields his Warhammer on most occasions. Kaz often speaks of visions that he believes have been sent by Dwerfater to guide his life. The cleric so far has followed those visions unquestioned.
Background:
Spoiler:
Kaztor was born as the second child of a master of the forge. His older brother was taught the occupation of the family and promised the business when his father retired. Kaz had some natural ability, but he never really had an interest in it, to be honest. He turned toward the church at an early age. He spent most of his time at the local Dwerfater temple, and it met well with his temperment. From that time, Kaz has had an occasional vision, which he truly believes is sent to him from the God himself. After beginning his study at the temple, his work in the forge went by the wayside.
His most recent vision has sent him to the village where the purported Dungeon of Graves has been located. He has decided he has been sent to take back the dungeon for his people, or be laid to rest there.
XP: 16,788 as of 3-20-17
15 for deer
115 for black bear
230 for gnolls
115 for traps
175 for goblins
80 for goblins
60 for spider
70 for skeletons
50 for map help
200 for demon bird
320 for saving horses, and freeing Orc commoner
570 for week of castle cleanup
115 for zombies
65 for ghoul
250 for bandits and orcs
200 for stirges
140 for rats and rats and rats
115 for sticky glue trap
115 for iron cobra
175 for green slime
260 for fire snake
775 for leeches galore
585 for ants and rats
35 for lone zombie
100 for zombies
370 for rats and zombies
115 for exploding zombies
85 for rat
467 for fungi
287 for statue that ate me
300 gargoyle
890 for hyenas, gnolls and a skeleton
100 for a stone bat
180 for shade and skellies
400 for Sleep traps
360 for scary skeletons
300 for traps I missed earlier.
135 for rats.
800 for gargoyles
266 for black skeleton
200 for green slime
100 for undead
695 for rats and wererats
128 rats
200 Maracek
800 ogres
150 green slime
1500 ghouls and ghasts
900 harpies and lions
1725 from brigands
150 wolves