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Level 3 Lawful Good Dwarven Cleric of Earth (Metal) and Artifice (Construct)/Level 3 Urban Druid of Community
Str 14, Dex 10, Con 16, Int 14, Wis 17, Cha 12
Optional Racial Traits: Craftsman, Stonesinger
Hit Points: 47
Fort: +6 +3
Ref: +2 +0
Will: +6 +3
Appraise (Int) – 1
Climb (Str) – 1
Craft: Blacksmith (Int) – 4 +2*
Craft: Carpentry (Int) – 1
Diplomacy (Cha) – 3 +2*
Fly (Dex) -
Handle Animal (Cha) -
Heal (Wis) – 1
Knowledge (arcana) (Int) – 3 +2*
Knowledge (architecture and engineering) (Int) – 4 +2*
Knowledge (dungeoneering) (Int) – 1 +4*
Knowledge (geography) (Int) – 1 +2*
Knowledge (history) (Int) – 3 +4*
Knowledge (local) (Int) – 2 +4*
Knowledge (nature) (Int) – 1 +4*
Knowledge (nobility) (Int) – 1 +4*
Knowledge (planes) (Int) – +2*
Knowledge (religion) (Int) – 6 +2*
Linguistics (Int) – 2
Perception (Wis) – 1
Profession: Mason (Wis) – 3 +4*
Profession: Miner (Wis) – 1 +4*
Ride (Dex) -
Sense Motive (Wis) – 1
Spellcraft (Int) – 4
Survival (Wis) – 1 +2*
Swim (Str) – 1
Out of Class Skills:
Perform: Deepsong (Cha) – 1
Languages: Dwarven Common (free), Dwarven Ritual Tongue/Historical Recording, Terran (Earth Elemental), Ignan (Fire Elemental), Human Common (free), Druid, Undercommon, Celestial
Breadth of Experience
Although still young for your kind, you have a lifetime of
knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
Improved Caster Level
You raise your caster level.
Prerequisite: Ability to cast spells.
Benefit: Your effective caster level in all spellcasting classes is increased by 4, but no higher than your character level.
Special: You can take this feat multiple times; its effects stack.
Level 0 Cleric Slots: 4
Level 1 Cleric Slots: 3+1
Level 2 Cleric Slots: 2+1
Level 0 Druid Slots: 4
Level 1 Druid Slots: 3+1
Level 2 Druid Slots: 2+1
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Aura of Law
Channel Energy 2d6 (4/day)
Domains: Earth (Metal) and Artifice (Construct)
Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess.
This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level.
You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—limited wish, 8th—polymorph any object, 9th—prismatic sphere.
Deities: Abadar, Torag.
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
Domain Spells: 1st—magic stone, 2nd—heat metal, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—wall of iron, 7th—elemental body IV (earth only), 8th—iron body, 9th—elemental swarm (earth spell only).
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—status, 5th—telepathic bond, 6th—heroes’ feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.