Song of Brew & Ire
Init 6 armor, 8)
Fort 1, Will 3)
Special Attacks channel positive energy 2/day (DC 10, 1d6), hatred
Domain Spell-Like Abilities (CL 2nd; concentration 1 acid), artificer’s touch (1d6+1 , bypasses DR and hardness 2)
Cleric Spells Prepared (CL 2nd; concentration 1; CMB 0 to assess nonmagical metals or gemstones), Craft (weapons) 4 to notice unusual stonework); Racial Modifiers 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.