Dwarf Cleric


Init 1; Senses darkvision 60 ft.; Perception +2


AC 19, touch 11, flat-footed 18 (6 armor, 1 Dex, +2 shield)
hp 21 (2d8
Fort 6, Ref 1, Will 5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training


Speed 20 ft.
Melee heavy mace +4 (1d8
Special Attacks channel positive energy 2/day (DC 10, 1d6), hatred
Domain Spell-Like Abilities (CL 2nd; concentration 4)
   At will—mending
   5/day—acid dart (1d6
1 acid), artificer’s touch (1d6+1 , bypasses DR and hardness 2)
Cleric Spells Prepared (CL 2nd; concentration 4)
   1st—cure light wounds, entropic shield, magic stoneD, magic weapon
   0 (at will)—detect magic, resistance, stabilize, virtue
   D Domain spell; Domains Artifice, Earth


Str 17, Dex 12, Con 16, Int 7, Wis 15, Cha 9
Base Atk
1; CMB 4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Turn Undead
Traits ease of faith, gifted adept
Skills Acrobatics -6 (-10 to jump), Appraise -2 (
0 to assess nonmagical metals or gemstones), Craft (weapons) 0, Diplomacy +0, Heal +6, Perception +2 (4 to notice unusual stonework); Racial Modifiers 2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Other Gear chainmail, heavy steel shield, heavy mace

Special Abilities

Acid Dart 1d6
1 acid (5/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Artificer’s Touch 1d6+1 (5/day) (Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 2 hardness.
Cleric Channel Positive Energy 1d6 (2/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
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.
Turn Undead (DC 10) Your Channel Energy can make undead in 30 ft flee for 1 min.



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