Ytir of the Goldhammer clan
Dwarf, cleric, and a whole bunch of hardhead.
Lawful Good, Cleric of Moradin
Str: 15 (+2)
Dex: 11 (0)
Con: 16 (+3)
Int: 11 (0)
Wis: 17 (+3)
Cha: 13 (+1)
11HP (d8)
16AC (armor +4, shield +2)
Initiative +0
Fort: +5 (2 base, 3 ability)
Ref: +0
Will: +5 (2 base, 3 ability)
BAB: 0
Melee: +2
Grapple: +2
Ranged: +0
Weapons: Heavy Mace (+2 attack, 1d8+2 damage, x2 crit, bludgeon)
Dagger (+2 attack, 1d4+2 damage, 19-20/x2 crit, pierce/slash)
Armor: Scale mail (+4 AC, -4 check, max dex +3, speed 20)
Heavy Wooden Shield (+2 AC, -2 check)
Items: Backpack
Waterskin
Symbol of Moradin, amulet (holy symbol)
Trail rations (3)
Bedroll
Silk rope, 100 feet
Healers Kit
skills:
check link (also full sheet)
http://www.thetangledweb.net/forums/profiler/view_char.php?cid=42267Spells (save DC 13 (level 0), level 14 (level 1))
Prepared prayers:
Create Water (level 0)
Mending (level 0)
Purify food & Drink (level 0)
Shield of Faith (level 1)
Summon Monster I (level 1, bonus slot)
Protection from Evil (domain spell)
Sanctuary (domain spell)
Feats: Extra Turning, all armor and shield proficiencies, simple weapons
Racial and class traits:
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus to attack rolls against orcs and goblinoids.
+4 dodge bonus against giants.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Darkvision (60 feet)
Turn Undead: 8/day
Aura (Ex): Lawful Good
Good Domain Powers:
You cast good spells at +1 caster level.
Protection Domain Powers:
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.