[sblock=Zurg]Zurg Bravehelm
Hill Dwarf Cleric of Hanseath 1
CG Medium humanoid (dwarf)
Init +1 Senses darkvision 60 ft.; Listen +4, Spot +4
Languages Common, Dwarven, Undercommon
AC 16 (+1 Dex, +5 armor), touch 11, flat-footed 15, +4 dodge bonus to Armor Class against monsters of the giant type
hp 11 (1 HD)
Fort +5, Ref +1, Will +6, +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects
Speed 20 ft. (4 squares) dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load
Melee greataxe +3 (1d12+3/x3) or club +2 (1d6+2/x2), +1 racial bonus on attack rolls against orcs and goblinoids
Base Atk +0; Grp +2
Abilities Str 15, Dex 13, Con 16, Int 12, Wis 18, Cha 14
SQ stability, stonecunning, turn undead, spells
Feats Martial Weapon Proficiency (greataxe), Weapon Focus (greataxe), Improved Turning
Skills Craft (brewing) +5 [4 ranks], Diplomacy +6 [4 ranks], Heal +8 [4 ranks]
Possessions backpack, bedroll, chainmail, greataxe, wooden holy symbol, holy water vial, 4 gallons of troll dung ale in keg, club, 1gp[/sblock]
[sblock=Background]”Have I told you about my thesis on ‘The Brewing Process Of Duergar Cave Troll Dung Ale’?”
Zurg Bravehelm stands 4'4", 57 years of age, and 179 pounds, of average build. He often seems distant as if thinking about something important. Zurg’s family has been devout followers of Hanseath for generations and thus it was a natural step for him to go to seminary once he was of age. He excelled at brewing and chose to stay for several extra years in order to learn more of the brewing processes. His favorites were the exotic ales and so he would go on to write his thesis on one such ale.[/sblock]
[sblock=Spells]Domains: Travel & War
Prepared Spells:
0: Detect Magic, Detect Poison, Light
1: Bless, Magic Weapon*, Summon Monster I
*Domain[/sblock]
[sblock=Abilities]Skills (Ex): Dwarves receive a +2 racial bonus on Appraise checks that are related to stone or metal items and a +2 racial bonus on Craft checks that are related to stone or metal.
Stability (Ex): A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stonecunning (Ex): This ability grants a dwarf a +2 racial bonus on Search 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 Search 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.
Turn Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Weapon and Armor Proficiency (Ex): Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Weapon Familiarity (Ex): Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.[/sblock]
[sblock]Equipment and Encumbrance
backpack (2gp/2#)
bedroll (1sp/5#)
chainmail (150gp/40#)
greataxe (20gp/12#)
wooden holy symbol (1gp)
holy water flask (25gp/1#)
4 gallons of troll dung ale in keg (8sp/32#)
club (3#)
1 gold coin
gate tax paid (1sp)
95# (medium load)[/sblock]