HARSK INNTOME CR 6
Male Dwarf Cleric 7
NN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +9


DEFENSE


AC 25, touch 14, flat-footed 22 (+8 armor, +2 shield, +2 Dex, +1 natural, +1 deflection, +1 dodge)
hp 58 (7d8+7)
Fort +7, Ref +5, Will +10
Defensive Abilities Defensive Training


OFFENSE


Spd 20 ft.
Melee Heavy Shield Bash +1 (1d4+6/20/x2) and
Gauntlet (from Armor) +5 (1d3+6/20/x2) and

   Masterwork Cold Iron Warhammer +6 (1d8+6/20/x3) and 
Unarmed Strike +5 (1d3+6/20/x2)
Spell-Like Abilities Artificer's Touch (7/day), Calming Touch (7/day)
Cleric Spells Known (CL 7, 5 melee touch, 7 ranged touch):

4 (2/day) Minor Creation, Cure Critical Wounds (DC 18), Ancestral Gift (DC 18) 3 (3/day) Cure Serious Wounds (DC 17), Stone Shape, Create Food and Water, Searing Light 2 (4/day) Restoration, Lesser (DC 16), Cure Moderate Wounds (x2) (DC 16), Wood Shape (DC 16), Remove Paralysis (DC 16) 1 (5/day) Remove Fear (DC 15), Bless, Cure Light Wounds (x2) (DC 15), Gorum's Armor (x2) 0 (at will) Purify Food and Drink (DC 14), Light, Create Water, Spark (DC 14)


STATISTICS


Str 14, Dex 14, Con 12, Int 10, Wis 19, Cha 8/10
Base Atk +5; CMB +7; CMD 21
Feats Combat Casting, Dodge, Extra Channel, Power Attack -2/+4
Traits Armor Expert, Eldritch Smith
Skills Acrobatics -3, Climb -3, Craft (Blacksmith) +8, Escape Artist -3, Fly -3, Knowledge (Religion) +9, Perception +9, Ride -3, Stealth -3, Survival +7, Swim -3
Languages Common, Dwarven
SQ Aura (Ex), Channel Positive Energy 4d6 (5/day) (DC 13) (Su), Cleric Domain: Community, Cleric Domain: Construct, Cold weather outfit, Greed, Hardy +2, Hatred, Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2 Combat Gear +2 Lamellar, steel, Masterwork Cold Iron Warhammer, Shield, Heavy Steel; Other Gear Amulet of Natural Armor +1, Cloak of Resistance, +1, Cold weather outfit, Headband of Alluring Charisma, +2, Potion of Magic Weapon, Ring of Protection, +1


SPECIAL ABILITIES


Armor Expert -1 Armor check penalty. Artificer's Touch (1d6+3) (7/day) (Sp) Melee touch attack deals 1d6+3 damage to objects or constructs, bypassing 7 hardness. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Calming Touch (7/day) (Sp) Heal 1d6+3 nonlethal damage and cure conditions by touch. Channel Positive Energy 4d6 (5/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Cleric Domain: Community Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds. Cleric Domain: Construct Associated Domain: Artifice Cold weather outfit +5 Fort save vs. cold weather. Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype. Eldritch Smith Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 racial bonus to attacks against Orcs and Goblinoids. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Slow and Steady Your base speed is never modified by encumbrance. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Stability +4 to avoid being bull rushed or tripped while standing. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.


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