Dorn Clefthelm
DORN%20CLEFTHELM.jpg

Dorn Clefthelm is a dwarven priest originally from Orrek, who left his homeland long ago to find fortune and fame for his Clan. He is now an adventurer and member of a party of adventurers who include Erique Lavenza and Demexas Halcyon

https://drive.google.com/open?id=0B1zg08q_w1MwYU83Ti1zZXU1elE


RPG STATS:
Dorn Clefthelm
Male dwarf cleric 14
NG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +16 (+18 to notice unusual stonework)


Defense


AC 33, touch 16, flat-footed 29 (+10 armor, +2 deflection, +4 dodge, +1 natural, +6 shield)
hp 145 (14d8+70)
Fort +14, Ref +6, Will +15; +1 morale bonus vs. fear, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training


Offense


Speed 0 ft.
Melee +3 (+4 against giants, dwarven hands cure critical wounds 2/day) +17/+12 (1d8+5/×3) or
dagger +13/+8 (1d4+2/19-20) or
gauntlet (from armor) +13/+8 (1d3+2) or
handaxe +9/+4 (1d6+2/×3) or
heavy shield bash +9/+4 (1d4+2) or
unarmed strike +13/+8 (1d3+2 nonlethal) or
warhammer +14/+9 (1d8+2/×3)
Ranged light crossbow +11 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 7d6), hatred, weapon master (14 rounds/day)
Domain Spell-Like Abilities (CL 14th; concentration +18)
7/day—battle rage (+7), bit of luck
Cleric Spells Prepared (CL 14th; concentration +18)
7th—power word blind[D], resurrection, resurrection
6th—blade barrier[D] (DC 20), greater dispel magic, heal, heal
5th—break enchantment[D], flame strike (DC 19), raise dead, true seeing
4th—brightest light, freedom of movement[D], restoration (3), wrathful weapon
3rd—create food and water, daylight, dispel magic, invisibility purge, protection from energy[D], remove disease
2nd—aid, delay poison, communal protection from evil[UC], lesser restoration, spiritual weapon[D], summon monster II
1st—bless, forbid action[UM] (DC 15), magic weapon[D], protection from evil, remove fear, summon monster I
0 (at will)—create water, detect magic, read magic, stabilize
D Domain spell; Domains Luck, War


Statistics


Str 15, Dex 11, Con 16, Int 10, Wis 19, Cha 7
Base Atk +10; CMB +13; CMD 28 (32 vs. bull rush, 32 vs. trip)
Feats Extra Channel, Extra Channel, Heavy Armor Proficiency, Improved Initiative, Ironhide[APG], Toughness, Weapon Focus (warhammer)
Traits sacred touch, seeker
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +12, Knowledge (religion) +12, Perception +16 (+18 to notice unusual stonework), Sense Motive +8, Spellcraft +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ good fortune (2/day)
Combat Gear pearl of power (7th level), potion of cure moderate wounds (2), potion of cure serious wounds (3), potion of water breathing (2), potion of water breathing (CL 18th) (3), scroll of (3), scroll of align weapon, scroll of cure critical wounds, scroll of darkness (x2), scroll of delay poison, scroll of dispel magic, scroll of dispel magic (2), scroll of entropic shield, scroll of flame strike, scroll of greater restoration (2), scroll of greater restoration, scroll of heal (4), scroll of magic stone, scroll of prayer, scroll of prayer, scroll of protection from evil (3), scroll of protection from evil (x3), scroll of raise dead (x2), scroll of resurrection, scroll of resurrection (x2), scroll of silence (x2), scroll of spiritual weapon, oil (5); Other Gear +1 chainmail, dwarven full plate, +4 heavy steel shield, +3 (+4 against giants, dwarven hands cure critical wounds 2/day), crossbow bolts (20), dagger, handaxe, light crossbow, warhammer, ring of protection +2, adventurer's sash, backpack, bedroll, belt pouch, belt pouch, blanket[APG], brush, shaving (0.1 lb), cup, shaving (0.2 lb), flint and steel, hemp rope (50 ft.), mess kit[UE], mirror, sack, scroll case, shaving powder (one shave) (0.01 lb) (50), straight razor (0.2 lb), torch (3), trail rations (2), waterskin, whetstone, 63,303 gp, 5 sp, 3 cp


Tracked Resources


Battle Rage +7 (7/day) (Sp) - 1/7
Bit of Luck (7/day) (Sp) - 2/7
Cleric Channel Positive Energy 7d6 (5/day, DC 15) (Su) - 1/5
Crossbow bolts - 0/20
Dagger - 0/1
Good Fortune (2/day) (Ex) - 1/2
Pearl of power (7th level, 1/day) - 0/1
Potion of cure moderate wounds - 0/2
Potion of cure serious wounds - 0/3
Potion of water breathing - 0/2
Potion of water breathing (CL 18th) - 0/3
Torch - 0/3
Trail rations - 0/2
Weapon Master (14 rounds/day) (Su) - 0/14


Special Abilities


Battle Rage +7 (7/day) (Sp) Touch ally to grant +7 to a melee dam for 1 rd.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 7d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
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.
Good Fortune (2/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
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.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon Master (14 rounds/day) (Su) As a swift action, temporarily gain a combat feat you qualify for.