Male dwarf fighter 2 / cleric 3
LG Medium humanoid
Init +2; Senses darkvision 60 ft; Perception +1; XP 12,800
DEFENSE
AC 19 (21 while under protection from evil or shield of faith), touch 13, flat-footed 17
(+2 Dex, chain shirt, +1 heavy shield)
hp 64 (2d10+6 plus 3d8+9, +2 Favored Class, +8 Racial, +8 Toughness) current 64
Fort +9, Ref +3, Will +5 (+6 vs. fear)
OFFENSE
Spd 20 ft.
Melee dwarven waraxe +7 (1d10+3/x3) or throwing axe +7 (1d6+3/x2) or light hammer +7 (1d4+3/x2)
Rangedacid dart +6 ranged touch (1d6+1/x2) or throwing axe +6 (1d6+3/x2) or light hammer +6 (1d4+3/x2) or light crossbow +6 (1d8/19-20 x2)
Space 5 ft.; Reach 5 ft.
DIVINE ABILITIES
Spoiler:
Divine Spells Prepared (CL 3rd): 4/3/2
2nd - bull's strength, silence (DC 13)
1st - magic weapon, obscuring mist, shield of faith
0 - (at will) guidance, resistance, stabilize, virtue Domain Powers (Earth, Good)
- Acid dart (Su) - As a standard action Orlan can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two caster levels he possesses.
- Magic stone (Sp) - Orlan can cast magic stone 1/day.
- Protection from evil (Sp) - Orlan can cast protection from evil 1/day.
- Touch of good (Su) - Orlan can touch a creature as a standard action giving it a bonus to a single attack roll, skill check, ability check, or saving throw equal to his caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of good, it gains no further benefit from this ability for 1 day.
Channel Positive Energy (3/day, 30-foot radius, 2d6 healing or damage to undead plus DC 13 Will save or flee for 1d4 rounds)
STATISTICS
Str 16, Dex 14, Con 16, Int 12, Wis 13, Cha 10
Base Atk +4; CMB +7 (+11 vs. bull rush or trip attempts)
Feats Cleave (may make an additional attack against an adjacent foe, if the first attack hits the initial foe), Country Born (1/day may ignore fatigue or exhaustion effect, +1 to Will saves), Deadly Aim (add Dex modifier to ranged damage in addition to Str modifier, but subtract a like amount from ranged attack rolls for 1 round), Improved Overrun (+2 bonus on overrun attempts, no attack of opportunity), Power Attack (up to +3 on damage, but -3 on to hit roll), Toughness (+3 hp, +1 per Hit Die)
Skills Appraise +5 (+7 for items containing precious metals or gemstones), Climb +7, Craft (armorsmithing) +5, Craft (stonemasonry) +5, Craft (weaponsmithing) +4, Diplomacy +5, Handle Animal +4, Intimidate +4, Knowledge (engineering) +5, Knowledge (religion) +6, Sense Motive +5, Survival +5
Languages Common (Taldane), Dwarf, Goblin
Special Abilities darkvision 60-feet, defensive training (+4 dodge bonus to AC vs. giants), greed (+2 on Appraise checks for items containing precious metals or gemstones), hatred (+1 on attack rolls against goblins and orcs), hearty (+2 on saving throws against poison, spells, and spell-like abilities), keen senses (+2 on Perception checks involving taste or touch), slow and steady (base speed of 20 feet, but never modified by encumbrance), stability (+4 CMB bonus against bull rush or trip attempts when standing on the ground), stonecunning (+2 on Perception to notice unusual stonework and secret doors), weapon familiarity (proficient with all battleaxes, handaxes, warhammers, and treats any "dwarven" weapon as a martial weapon); channel energy (3/day, 2d6 positive energy, 30-foot burst), domain powers, spellcasting, bravery (+1 on Will saves vs. fear)
Combat Gear chain shirt, dagger, dwarven waraxe, +1 heavy steel shield, light hammers (3), throwing axes (3), light crossbow, 20 bolts; Other Gear backpack, bedroll, belt pouch, flint and steel, potion of cure light wounds, rations (6), rope 50', shovel, traveler's outfit, waterskin, whetstone, 3gp, 3sp, 8cp.