Sorry for my no-brain question.
<---- looking for brain.
Here's my character:
Noran Gurdog
Male Dwarf Cleric of Fharlanghn 1
Alignment: Neutral Good
Patron Deity: Fharlanghn
Height: 4' 2''
Weight: 146lbs
Hair: Brown, Long, Braided
Eyes: Dark Brown
Age: 59
Str: 15 (+2)
Dex: 12 (+1)
Con: 17 (+3) [+2 racial]
Int: 13 (+1)
Wis: 18 (+4)
Cha: 11 (+0) [-2 racial]
Class and Racial Abilities: +2 Con, -2 Cha, darkvision 60 ft., stonecunning (+2 racial bonus to search checks to notice unusual stonework), weapon familiarity (dwarven waraxes and dwarven urgroshes), stability (+4 on ability to resist being bull rushed or tripped while standing on the ground), +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects, +1 racial bonus on attack rolls against orcs and goblinoids, +4 dodge bonus to Armor class against giants, +2 racial bonus on Appraise checks related to stone or metal items, +2 racial bonus on Craft checks related to stone or metal. Spontaneous casting, Domain Powers (Luck and Travel), Turn Undead 3/day
Hit Dice: 1d8 + 3
HP: 11
AC: 16 (+1 Dex, +5 Chainmail)
Init: +3 (+3 Dex)
Speed: 20ft
Saves:
Fortitude +5 [+2 base, +3 Con]
Reflex +1 [+0 base, +1 Dex]
Will +6 [+2 base, +4 Wis]
BAB: +0
Melee Atk: +2 (1d6+3/x2/B, quarterstaff or 1d4+2/19-20/P or S, dagger)
Ranged Atk: +1 (1d8/19-20/P, light crossbow or 1d4+2/19-20/P, dagger)
Skills:
Concentration +7 (4 ranks)
Diplomacy +4 (4 ranks)
Heal +6 (2 ranks)
Knowledge (religion) +2 (1 rank)
Spellcraft +2 (1 rank)
Feats:
Run (1st level)
Languages: Common, Dwarven, Gnome
Spells Prepared:
0 - Create Water, Guidance, Mending
1 - Magic Weapon, Longstrider*, Shield of Faith
* = Domain Spell
Equipment
Quarterstaff - carried in hands
Crossbow, Light 35gp -slung over back
Bolts, Crossbow (10) 1gp - quiver on back
Dagger 2gp - in boot
Backpack 2gp - back (obviously)
Bedroll 1sp - backpack
Flint and Steel 1gp - backpack
Trail rations (7 days worth) 3gp 5sp - backpack
Chainmail 150gp - worn
Explorer’s outfit - worn
Holy Symbol (Wooden) 1gp - worn
Money
4gp, 4sp
Appearance: Noran's hair usually garners the most immediate attention. His head and beard has been put into thin braids, each ending in a different colored bead. These braids bounce and sway when Noran, who seems quite nimble for a dwarf, bursts into action. He wears a visible suit of chainmail and carries around a long quarterstaff carved with dwarven runes. Despite the martial apparel, Noran is generally appears to be an open, happy person, as demonstrated by his somewhat goofy-looking and toothy grin.
Personality: Noran is a happy fellow, ready to meet everyone and ask questions about their homes or where they've been. This general inquisitive nature can get on some people's nerves, but compared to the general cold reserve of most dwarves, Noran is a pleasant surprise. The only time you will catch Noran in a bad mood is if he's been holed up in some town or other location for too long, which in Noran's case usually means a few days.
Background: Noran Gurdog was born from a family of warriors. His father and mother had both helped defend their mountain home from orc invasion. Their uncanny ability to cleave off orc heads garnered them much respect from their clan and community. When they discovered that their only son also exelled at martial combat, it made their already pleasant lives only happeir. The honor of their family would live on.
But Noran was a dreamer. He dreamed of lands far off. Cities so real he could touch. He wanted to travel, to see the world, meet different races. His parents would have none of such foolishness, but Noran kept dreaming. It got to such a point that Noran would leave his home for a week or two without warning just to be outside. Noran's parents responded quickly to this behavior. Noran was soon to be commissioned into the community military as soon as possible.
With less than a week left, Noran was overcome with not just day dreams, but real dreams of a bearded human with a staff, leading him from his home. A discussion with a more pious friend revealed the identity of the dream character as Fharlanghn, the god of roads.
Noran new this was a sign, and one night, while his parents were asleep, he did the most foolish thing of his life. He left home. He dishonored his clan and his parents, but he knew that he was being called to a higher purpose. He would be the one to foster a new, stronger relationship between his people and those around them. All that was left for him to do was prove he was right.