+2 bonus on taste- and touch-based Perception checks. Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls and floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
----- Feats / Traits -----
Spoiler:
Long Shadowed
Child of the Temple
Extra Turning
----- Racial Traits -----
Spoiler:
• Con: +2, Wis: +2, Cha: -2
• Type: Humanoid (Dwarf)
• Size: Medium
• Slow and Steady - Dwarves have a base speed of 20 feet, but their speed is
never modified by armor or encumbrance.
• Darkvision 60 ft. - Dwarves can see in the dark up to 60 ft.
• Stonecunning - Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls and floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
• Keen Senses - Dwarves receive a +2 bonus on taste- and touch-based Perception
skill checks.
• Greed - Dwarves treat Appraise as a class skill when attempting to determine
the price of nonmagical goods that contain precious metals and gemstones.
• Hearty - Dwarves receive a +2 racial bonus on saving throws against poison,
spells, and spell-like abilities.
• Weapon Familiarity - Dwarves are prof icient with battleaxes, heavy picks,
and warhammers, and treat any weapon with the word “dwarven” in its name as a
martial weapon.
• Hatred - Dwarves receive a +1 bonus on attack rolls against humanoid
creatures of the orc and goblin subtypes due to special training against these
hated foes.
• Defensive Training - Dwarves get a +4 dodge bonus to AC against monsters of
the giant type.
• Stability - Dwarves receive a +4 bonus to their combat maneuver bonus when
resisting a bull rush or trip attempt while standing on the ground.
• Automatic Languages: Common, Dwarven
• Bonus Languages: Aquan, Ignan, Terran, Auran, Giant, Gnome, Goblin, Orc, and Undercommon
----- Class abilities -----
Spoiler:
• AURA - The cleric gives off a powerful aura corresponding to the deity's
alignment. (PFB 20).
• CHANNEL ENERGY - All undead in a 30-foot burst take 1d6 positive energy damage and must flee from you as if frightened for 1d4 + -1 rounds. A DC 10 Will Save halves damage and negates fright. Undead who take damage greater than their HP crumble to dust. Fleeing undead subjected to Channel Negative Energy cannot be commanded, but may reroll their Will Save to overcome fright. Living creatures in the radius are healed by the same amount of damage. (PFB 22).
• CLERIC BONUS LANGUAGES - A cleric’s bonus language options include
Celestial, Abyssal, and Infernal regardless of race. (PFB 22).
• CLERIC ORISONS - Pick your 0-level spells. You can cast these at will. (PFB 22).
• CLERIC SPELLS - The cleric casts divine spells drawn from the Cleric spell
list, as listed in PFA2 13. (PFB 20-22).
• CLERIC SPONTANEOUS CASTING - A Good cleric can swap prepared spells for
healing spells. An evil cleric can swap out prepared spells for inflict
spells. A neutral cleric of a neutral god can choose one or the other upon
taking the Cleric class. (PFB 22).
• CLERIC WEAPONS AND ARMOR - All simple weapons, all types of armor, shields
(except tower shields), and favored weapon of deity. (PFB 20).
• DOMAIN POWERS - Each of the cleric's chosen domains grants domain powers at
1st, 2nd, 4th, 8th, 12th, 16th and 20th levels. (PFB 22).
• FORBIDDEN SPELL ALIGNMENT - You cannot cast spells opposed to your deity's
alignment. (PFB 22, 23).
----- Domain Powers -----
Spoiler:
Death 1st: Bleeding Touch (Su), A melee touch attack that causes 1d6 points of damage per round for the caster level in rounds, or until a DC 15 Heal check is made.
Magic 1st: Hand of the Acolyte (Su), Standard action. Like Mage Hand except: the hand can draw a weapon on your person as a free action, can be directed to make a single attack against a foe within 6 squares, using your base attack bonus plus your Wisdom modifier for both attack and damage. The hand does not threaten foes and does not make attacks of opportunity. You must concentrate on the hand each round or it winks out, returning any item held to you before it disappears. [PFB 181]
----- Spells -----
Spoiler:
Channel energy (positv): 6/day
Spells per day; 1st Level: 2
Spells prepaired;
Level 0
Detect Magic
Resistance
Stabilize
Level 1
Doom
Magic weapon
----- Equipment -----
Spoiler:
3sp, 8cp to spend
Battleaxe
Warhammer
Breastplate
Shield, heavy wooden
Height: 4'4"
Weight: 214lb
Hair: Black with grey parts
Eyes: a near colorless lightblue
General Appearance: .
Personality:
----- History -----
Spoiler:
Seynor comes from near Couldron, where his family owned a mine. This broke during an earthquake one day, where almost his entire family were buried. Only he survived this accident, despite his severe injuries.
After that none of his relatives wanted to take him in, as they thought he would be somewhat odd since then. Instead, he was taken to the Wee Jas Church in Couldron, as he showed signs that he could use the Divine Power. There he was brought up and teached in the faith of Wee Jas.